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Comparing deliantra/server/common/living.C (file contents):
Revision 1.91 by root, Thu Dec 4 01:07:34 2008 UTC vs.
Revision 1.135 by root, Sat Nov 17 22:02:47 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25 26
32static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
34 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
35}; 36};
36 37
37/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t. 40 * advancement. -b.t.
40 */ 41 */
41static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
46static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
47 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
48 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
49}; 50};
50 51
51/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
52 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
54 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
55 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
56 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
57 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
58 * to 1 should not be used. 59 * to 1 should not be used.
59 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
60 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
61 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62 * at .667 63 * at .667
63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
107 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace. 109 * before, you need to start someplace.
109 */ 110 */
110 111
111const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 113 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 120};
120 121
121const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
123 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
138/* 139/*
139 Since this is nowhere defined ... 140 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
141*/ 142*/
142 143
143#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
144 145
145/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
149 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
150 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
151 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
152 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
153 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
154 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
155 * line with progression of previous levels, so 156 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
157 * -b.t. 158 * -b.t.
158 */ 159 */
159 160
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 162
164#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
165 164
166/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
262 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
263 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 263 */
265#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 266
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 268
270/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 270 * the object.
338 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */ 338 } /* end of potion handling code */
340 } 339 }
341 340
342 /* reset attributes that update_stats doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set 342 * everything to set
344 */ 343 */
345 if (flag == -1) 344 if (flag == -1)
346 { 345 {
347 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
414 (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."));
415 } 414 }
416 415
417 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
418 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");
419
420 /* Changing move status may mean you are affected by things you weren't before */
421 check_move_on (op, op);
422 } 418 }
423 419
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 421 * originally undead may change their status
426 */ 422 */
427 if (!op->arch->flag [FLAG_UNDEAD]) 423 if (!op->arch->flag [FLAG_UNDEAD])
428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 425 {
430 success = 1; 426 success = 1;
451 success = 1; 447 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 449 }
454 450
455 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 452 * vision
457 */ 453 */
458 if (tmp->flag [FLAG_BLIND]) 454 if (tmp->flag [FLAG_BLIND])
459 { 455 {
460 success = 1; 456 success = 1;
461 if (flag > 0) 457 if (flag > 0)
463 if (op->flag [FLAG_WIZ]) 459 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 461 else
466 { 462 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 465 if (op->type == PLAYER)
470 op->contr->do_los = 1; 466 op->contr->do_los = 1;
471 } 467 }
472 } 468 }
473 else 469 else
475 if (op->flag [FLAG_WIZ]) 471 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 473 else
478 { 474 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 477 if (op->type == PLAYER)
482 op->contr->do_los = 1; 478 op->contr->do_los = 1;
483 } 479 }
484 } 480 }
485 } 481 }
523 { 519 {
524 success = 1; 520 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 522 }
527 523
524 if (digest_types [tmp->type])
525 {
528 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
529 { 527 {
530 success = 1; 528 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 530 }
533 531
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
535 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
536 success = 1; 535 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 537 }
539 538
540 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
542 { 541 {
543 success = 1; 542 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 544 }
546 545
547 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
548 { 547 {
549 success = 1; 548 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
551 } 551 }
552 552
553 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
594object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
595{ 595{
596 object *tmp; 596 object *tmp;
597 archetype *at; 597 archetype *at;
598 598
599 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
600 if (!at) 600 if (!at)
601 { 601 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 603 return;
604 } 604 }
606 { 606 {
607 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
608 608
609 if (!tmp) 609 if (!tmp)
610 { 610 {
611 tmp = arch_to_object (at); 611 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
614 } 614 }
615 } 615 }
616 616
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 624 * via an applied bad_luck object.
625 */ 625 */
626void 626void
627object::change_luck (int value) 627object::change_luck (int value)
628{ 628{
629 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
630 if (!at) 630 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 632 else
633 { 633 {
634 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 636 if (!tmp)
637 { 637 {
638 if (!value) 638 if (!value)
639 return; 639 return;
640 640
641 tmp = arch_to_object (at); 641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
644 } 644 }
645 645
646 if (value) 646 if (value)
647 { 647 {
648 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
701 sint8 v = arch->stats.stat (i); 701 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 702 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
704 } 704 }
705} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732 706
733static struct copy_flags : object::flags_t 707static struct copy_flags : object::flags_t
734{ 708{
735 copy_flags () 709 copy_flags ()
736 { 710 {
755 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
756 */ 730 */
757void 731void
758object::update_stats () 732object::update_stats ()
759{ 733{
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 740 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 741 int stat_sum [NUM_STATS];
767 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
768 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 746 if (type == PLAYER)
770 { 747 {
748 contr->delayed_update = false;
749
771 for (int i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 751 stat_sum [i] = contr->orig_stats.stat (i);
773 752
774 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 754 contr->encumbrance = 0;
782 contr->gen_grace = 0; 761 contr->gen_grace = 0;
783 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
784 contr->item_power = 0; 763 contr->item_power = 0;
785 } 764 }
786 765
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
788 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
789 768
790 slaying = 0; 769 slaying = 0;
791 770
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
797 776
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
801 780
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
806 785
807 path_attuned = arch->path_attuned; 786 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 787 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 788 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 789 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 790 move_type = arch->move_type;
812 791
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
816 * archetype clone 793 * archetype clone
817 */ 794 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
819 796
820 for (int i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
821 { 798 {
822 if (resist[i] > 0) 799 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
824 else 801 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
826 803
827 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
828 } 805 }
829 806
830 wc = arch->stats.wc; 807 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 808 stats.dam = arch->stats.dam;
832 809
833 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down 815 * that their protection from physical goes down
839 */ 816 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 818 {
842 ac = max (-10, arch->stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 } 821 }
845 else 822 else
846 ac = arch->stats.ac; 823 ac = arch->stats.ac;
847 824
848 stats.luck = arch->stats.luck; 825 stats.luck = arch->stats.luck;
849 speed = arch->speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
850 829
851 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
853 */ 832 */
854 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
855 { 834 {
856 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
858 * then calls this function. 837 * then calls this function.
859 */ 838 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 840 continue;
862 841
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 842 glow_radius += tmp->glow_radius;
867 843
868 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
870 { 846 {
871 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
886 } 862 }
887 } 863 }
888 864
889 /* Container objects are not meant to adjust players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments. 866 * objects need to make adjustments.
891 * This block should handle all player specific changes 867 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
896 * up, etc. 872 * up, etc.
897 */ 873 */
898 if ((tmp->flag [FLAG_APPLIED] 874 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 877 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 879 {
904 if (type == PLAYER) 880 if (type == PLAYER)
905 { 881 {
906 contr->item_power += tmp->item_power; 882 contr->item_power += tmp->item_power;
907 883
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
914
915 for (int i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 885 stat_sum [i] += tmp->stats.stat (i);
917 886
918 if (digest_types [tmp->type]) 887 if (digest_types [tmp->type])
919 { 888 {
920 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
930 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
931 current_weapon = tmp; 900 current_weapon = tmp;
932 } 901 }
933 902
934 /* Update slots used for items */ 903 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
937 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
938 907
939 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 910
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 915 */
948 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
951 {
952 /* Potential for cursed potions, in which case we just can use
953 * a straight MAX, as potion_resist is initialised to zero.
954 */
955 if (tmp->type == POTION_EFFECT)
956 {
957 if (potion_resist[i])
958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
959 else
960 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
961 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 925
969 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
971 { 928 {
972 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
978 } 935 }
979 936
980 flag |= tmp->flag & copy_flags; 937 flag |= tmp->flag & copy_flags;
981 938
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
984 941
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 944 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 946 invisible = 1;
989 } 947 }
990 948
991 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
992 { 950 {
999 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1000 } 958 }
1001 959
1002 switch (tmp->type) 960 switch (tmp->type)
1003 { 961 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1013 /* skills modifying the character -b.t. */
1014 /* for all skills and skill granting objects */
1015 case SKILL: 962 case SKILL:
1016 { 963 {
964 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 966 break;
1019 967
1020 if (chosen_skill) 968 if (chosen_skill)
1021 { 969 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 972
1025 tmp->flag [FLAG_APPLIED] = false; 973 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 974 update_stats ();
1027 return; 975 return;
1028 } 976 }
1029 else 977
1030 chosen_skill = tmp; 978 chosen_skill = tmp;
1031 979
1032 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 984
1040 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 987
1043 if (tmp->magic) 988 if (tmp->magic)
1052 997
1053 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1055 1000
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1003 }
1059 1004
1060 break; 1005 break;
1061 1006
1062 case SHIELD: 1007 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1065 case RING: 1011 case RING:
1066 case AMULET: 1012 case AMULET:
1067 case GIRDLE: 1013 case GIRDLE:
1068 case HELMET: 1014 case HELMET:
1069 case BOOTS: 1015 case BOOTS:
1078 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1080 1026
1081 break; 1027 break;
1082 1028
1029 case RANGED:
1083 case BOW: 1030 case BOW:
1084 case WEAPON: 1031 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1088 1033
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1091 1036
1092 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1040
1096 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1097 weapon_speed = 0; 1042 weapon_speed = 0;
1098 1043
1099 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1100 1045
1101 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1103 * go. 1048 * go.
1104 */ 1049 */
1105 1050
1106 if (type == PLAYER) 1051 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1054
1111 break; 1055 break;
1112 1056
1113 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1060
1117 case BRACERS: 1061 case BRACERS:
1118 case FORCE: 1062 case FORCE:
1119 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1120 { 1064 {
1137 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1139 } 1083 }
1140 1084
1141 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1143 1087
1144 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1146 1090
1147 if (ARMOUR_SPEED (tmp)) 1091 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1093
1150 break; 1094 break;
1151 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1152 } /* item is equipped */ 1096 } /* item is equipped */
1153 } /* for loop of items */ 1097 } /* for loop of items */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1155 1100
1156 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1158 */ 1103 */
1159 1104
1160 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1161 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1162 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1163 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1164 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1165 */ 1110 */
1166 for (int i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1167 { 1112 {
1168 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1169 1114
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1171 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1172 } 1118 }
1173 1119
1174 if (type == PLAYER) 1120 if (type == PLAYER)
1175 { 1121 {
1176 // clamp various player stats 1122 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i) 1123 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1179 1127
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181 1129
1182 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1131 int pl_level;
1184 1132
1185 check_stat_bounds (&(stats));
1186 pl_level = level;
1187
1188 if (pl_level < 1)
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1190 1134
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1137 */
1194 stats.maxhp = 0; 1138 stats.maxhp = 0;
1208 stats.maxhp += 2 * max (0, level - 10); 1152 stats.maxhp += 2 * max (0, level - 10);
1209 1153
1210 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1212 1156
1213 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1214 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1215 */ 1159 */
1216 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1217 if (!mana_obj) 1161 if (!mana_obj)
1218 mana_obj = this; 1162 mana_obj = this;
1219 1163
1289 wc += 4; 1233 wc += 4;
1290 } 1234 }
1291 else 1235 else
1292 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1293 1237
1294 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1295 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1296 * not the general player level -b.t. 1240 * not the general player level -b.t.
1297 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1298 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1299 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1300 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1301 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1302 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1303 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1304 */ 1248 */
1305 object *wc_obj = chosen_skill; 1249 object *wc_obj = chosen_skill;
1306 1250
1307 if (contr && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1329 1273
1330 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1331 1275
1332 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1277 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1278 } /* End if player */
1338 1279
1339 if (added_speed >= 0) 1280 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1349 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1350 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1353 */ 1294 */
1354 float f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1355 if (f > 0.f) 1296 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1357 } 1298 }
1358 1299
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease; 1301 speed *= speed_reduce_from_disease;
1361 1302
1362 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1364 */ 1305 */
1365 if (speed < 0.04f && type == PLAYER) 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1366 speed = 0.04f;
1367 1307
1368 if (speed != old_speed) 1308 if (speed != old_speed)
1369 set_speed (speed); 1309 set_speed (speed);
1370 1310
1371 if (type == PLAYER) 1311 if (type == PLAYER)
1406 if (move_type == 0) 1346 if (move_type == 0)
1407 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1410 1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1411 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1412 * so we will check that now. 1356 * so we will check that now.
1413 */ 1357 */
1414 if (type == PLAYER) 1358 if (is_player ())
1415 { 1359 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1360
1420 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1423} 1364}
1424 1365
1425/* 1366void
1426 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1427 * The function to add and remove class-bonuses to the stats doesn't
1428 * check if the stat becomes negative, thus this function
1429 * merely checks that all stats are 1 or more, and returns
1430 * false otherwise.
1431 */
1432int
1433allowed_class (const object *op)
1434{ 1368{
1435 return op->stats.Dex > 0 1369 glow_radius = rad;
1436 && op->stats.Str > 0 1370
1437 && op->stats.Con > 0 1371 if (is_on_map ())
1438 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1439 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1440 && op->stats.Pow > 0 1374 {
1441 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1442} 1380}
1443 1381
1444/* 1382/*
1445 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1446 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1491/* 1429/*
1492 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1493 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1494 * or change the ability-focus. 1432 * or change the ability-focus.
1495 */ 1433 */
1496void 1434static void
1497dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1498{ 1436{
1499 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1500 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1501 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1512 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1513 if (abil == NULL) 1451 if (abil == NULL)
1514 return; 1452 return;
1515 1453
1516 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1517 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1518 */ 1456 */
1519 if (who->level > abil->level) 1457 if (who->level > abil->level)
1520 { 1458 {
1521 /* increase our focused ability */ 1459 /* increase our focused ability */
1522 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1564 } 1502 }
1565 1503
1566 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1567 * still doesn't know it. 1505 * still doesn't know it.
1568 */ 1506 */
1569 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1570 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1571 skill_obj->level = 1; 1509 skill_obj->level = 1;
1572 op->insert (skill_obj); 1510 op->insert (skill_obj);
1573 1511
1574 if (player *pl = op->contr) 1512 if (player *pl = op->contr)
1597 { 1535 {
1598 changed = true; 1536 changed = true;
1599 1537
1600 op->level++; 1538 op->level++;
1601 1539
1602 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1603 dragon_level_gain (who); 1541 dragon_level_gain (who);
1604 1542
1605 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1606 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1607 { 1545 {
1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641 } 1579 }
1642 } 1580 }
1643 1581
1644 if (changed) 1582 if (changed)
1645 { 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1646 who->update_stats ();
1647 esrv_update_stats (who->contr);
1648 /* check if the spell data has changed */
1649 esrv_update_spells (who->contr);
1650 }
1651} 1584}
1652 1585
1653/* 1586/*
1654 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1655 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1656 */ 1589 */
1657 1590
1658sint64 1591sint64
1659level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1660{ 1593{
1661 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1662 return (sint64) (expmul * levels[settings.max_level]);
1663
1664 return (sint64) (expmul * levels[level]);
1665} 1595}
1666 1596
1667/* 1597/*
1668 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1669 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1675calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1676{ 1606{
1677 int p_exp_min; 1607 int p_exp_min;
1678 1608
1679 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1680 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1681 * to get the fraction */ 1611 * to get the fraction */
1682 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1683 1613
1684 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1685 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1697 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1698 * total, but not any particular skill. 1628 * total, but not any particular skill.
1699 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1700 */ 1630 */
1701static void 1631static void
1702add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1703{ 1633{
1704 object *skill_obj; 1634 object *skill_obj;
1705 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1706 int i;
1707 1636
1708 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1709 if (op->contr->braced) 1638 if (op->contr->braced)
1710 exp /= 5; 1639 exp /= 5;
1711 1640
1737 { 1666 {
1738 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1739 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1740 */ 1669 */
1741 exp_to_add = exp; 1670 exp_to_add = exp;
1742 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1743 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1744 exp_to_add = limit; 1673 exp_to_add = limit;
1745 1674
1746 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1747 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1754 } 1683 }
1755 1684
1756 if (skill_obj) 1685 if (skill_obj)
1757 { 1686 {
1758 exp_to_add = exp; 1687 exp_to_add = exp;
1759 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1760 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1761 exp_to_add = limit; 1690 exp_to_add = limit;
1762 1691
1763 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1764 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1770 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1771 } 1700 }
1772} 1701}
1773 1702
1774/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1775 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1776 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1777 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1778 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1779 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1780 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1781 */ 1710 */
1782sint64 1711static sint64
1783check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1784{ 1713{
1785 sint64 del_exp; 1714 sint64 del_exp;
1786 1715
1787 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1788 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1789 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1790 { 1720 {
1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1792 if (del_exp < 0) 1723 if (del_exp < 0)
1793 del_exp = 0; 1724 del_exp = 0;
1725
1794 if (exp > del_exp) 1726 if (exp > del_exp)
1795 exp = del_exp; 1727 exp = del_exp;
1796 } 1728 }
1729
1797 return exp; 1730 return exp;
1798} 1731}
1799 1732
1800sint64 1733sint64
1801check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1802{ 1735{
1803 if (exp < 0) 1736 if (exp < 0)
1804 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1805 else 1738 else
1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1807} 1740}
1808 1741
1809/* Subtracts experience from player. 1742/* Subtracts experience from player.
1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1811 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1817 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1818 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1819 * a postive number. 1752 * a postive number.
1820 */ 1753 */
1821static void 1754static void
1822subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1823{ 1756{
1824 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1825 object *tmp; 1758 object *tmp;
1826 sint64 del_exp; 1759 sint64 del_exp;
1827 1760
1828 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1829 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1830 { 1763 {
1831 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1832 { 1765 {
1833 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1834 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1835 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1836 } 1769 }
1837 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1838 { 1771 {
1839 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1840 * to match a specific skill. 1773 * to match a specific skill.
1841 */ 1774 */
1842 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1843 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1844 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1845 } 1778 }
1846 } 1779 }
1847 1780
1861 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1862 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1863 * these last two values are only used for players. 1796 * these last two values are only used for players.
1864 */ 1797 */
1865void 1798void
1866change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1867{ 1800{
1868#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1869 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1870#endif 1803#endif
1871 1804
1880 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1881 */ 1814 */
1882 if (exp == 0) 1815 if (exp == 0)
1883 return; 1816 return;
1884 1817
1885 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1886 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1887 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1888 * worth. 1821 * worth.
1889 */ 1822 */
1890 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1891 { 1824 {
1892 /* Sanity check */ 1825 /* Sanity check */
1893 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1894 return; 1827 return;
1895 1828
1896 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1897 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1898 * more than max exp, just return. 1831 * more than max exp, just return.
1917 */ 1850 */
1918 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1919 } 1852 }
1920} 1853}
1921 1854
1922/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1923 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1924 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1925 */ 1858 */
1926void 1859void
1927apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
1928{ 1861{
1929 object *tmp;
1930 sint64 loss; 1862 sint64 loss;
1931 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1932 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1933 1865
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1868 {
1937
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1871
1941 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1875 * tables is a lot harder.
1945 */ 1876 */
1946 if (level_loss < 0) 1877 if (level_loss < 0)
1947 level_loss = 0; 1878 level_loss = 0;
1948 1879
1949 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1950 1881
1951 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
1953 } 1884 }
1954 1885
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1956 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1957 1888
1958 if (level_loss < 0) 1889 if (level_loss < 0)
1959 level_loss = 0; 1890 level_loss = 0;
1891
1960 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1961 1893
1962 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1963 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
1964} 1896}
1965 1897

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