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Comparing deliantra/server/common/living.C (file contents):
Revision 1.92 by root, Thu Dec 4 03:48:19 2008 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25 27
32static const int con_bonus[MAX_STAT + 1] = { 34static 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, 35 -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 36 22, 25, 30, 40, 50
35}; 37};
36 38
37/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
38 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
39 * advancement. -b.t. 41 * advancement. -b.t.
40 */ 42 */
41static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 44 -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] = { 48static 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, 49 -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 50 30, 40, 50, 70, 100
49}; 51};
50 52
51/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
52 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (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 56 * 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 57 * 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 58 * 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 59 * buying and selling is both the same value - any value less than or equal
58 * to 1 should not be used. 60 * to 1 should not be used.
59 * At least as of now, the only place that uses this code is query_cost, 61 * 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 62 * 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 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
62 * at .667 64 * at .667
63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * 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 109 * These limits are probably overly generous, but being there were no values
108 * before, you need to start someplace. 110 * before, you need to start someplace.
109 */ 111 */
110 112
111const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
112 200000, /* 0 */ 114 200000, /* 0 */
113 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
114 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
119}; 121};
120 122
121const int learn_spell[MAX_STAT + 1] = { 123const 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, 124 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, 100 125 100, 100, 100, 100, 100, 100
138/* 140/*
139 Since this is nowhere defined ... 141 Since this is nowhere defined ...
140 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
141*/ 143*/
142 144
143#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
144 146
145/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
146 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
147 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
148 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
149 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
150 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
151 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
152 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
153 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
154 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
155 * line with progression of previous levels, so 157 * line with progression of previous levels, so
156 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
157 * -b.t. 159 * -b.t.
158 */ 160 */
159 161
160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
161
162extern sint64 *levels;
163 163
164#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165 165
166/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
167 * levels is increased - rather, did_make_save will do the 167 * 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, 261/* 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 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
264 */ 264 */
265#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
267 267
268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269 269
270/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
271 * the object. 271 * the object.
338 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
339 } /* end of potion handling code */ 339 } /* end of potion handling code */
340 } 340 }
341 341
342 /* reset attributes that update_stats doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
343 * everything to set 343 * everything to set
344 */ 344 */
345 if (flag == -1) 345 if (flag == -1)
346 { 346 {
347 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
348 op->path_attuned &= ~tmp->path_attuned; 348 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
415 } 415 }
416 416
417 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 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 } 419 }
423 420
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 422 * originally undead may change their status
426 */ 423 */
427 if (!op->arch->flag [FLAG_UNDEAD]) 424 if (!op->arch->flag [FLAG_UNDEAD])
428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD]) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 426 {
430 success = 1; 427 success = 1;
451 success = 1; 448 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 450 }
454 451
455 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 453 * vision
457 */ 454 */
458 if (tmp->flag [FLAG_BLIND]) 455 if (tmp->flag [FLAG_BLIND])
459 { 456 {
460 success = 1; 457 success = 1;
461 if (flag > 0) 458 if (flag > 0)
463 if (op->flag [FLAG_WIZ]) 460 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 462 else
466 { 463 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
469 if (op->type == PLAYER) 466 if (op->type == PLAYER)
470 op->contr->do_los = 1; 467 op->contr->do_los = 1;
471 } 468 }
472 } 469 }
473 else 470 else
475 if (op->flag [FLAG_WIZ]) 472 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 474 else
478 { 475 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
481 if (op->type == PLAYER) 478 if (op->type == PLAYER)
482 op->contr->do_los = 1; 479 op->contr->do_los = 1;
483 } 480 }
484 } 481 }
485 } 482 }
523 { 520 {
524 success = 1; 521 success = 1;
525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
526 } 523 }
527 524
525 if (digest_types [tmp->type])
526 {
528 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
529 { 528 {
530 success = 1; 529 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 } 531 }
533 532
534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
535 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
536 success = 1; 536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 } 538 }
539 539
540 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
541 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
542 { 542 {
543 success = 1; 543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 } 545 }
546 546
547 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
548 { 548 {
549 success = 1; 549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
551 } 552 }
552 553
553 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
554 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
555 { 556 {
594object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
595{ 596{
596 object *tmp; 597 object *tmp;
597 archetype *at; 598 archetype *at;
598 599
599 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
600 if (!at) 601 if (!at)
601 { 602 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 604 return;
604 } 605 }
606 { 607 {
607 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
608 609
609 if (!tmp) 610 if (!tmp)
610 { 611 {
611 tmp = arch_to_object (at); 612 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
614 } 615 }
615 } 616 }
616 617
617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
618 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
624 * via an applied bad_luck object. 625 * via an applied bad_luck object.
625 */ 626 */
626void 627void
627object::change_luck (int value) 628object::change_luck (int value)
628{ 629{
629 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
630 if (!at) 631 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 633 else
633 { 634 {
634 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
636 if (!tmp) 637 if (!tmp)
637 { 638 {
638 if (!value) 639 if (!value)
639 return; 640 return;
640 641
641 tmp = arch_to_object (at); 642 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
644 } 645 }
645 646
646 if (value) 647 if (value)
647 { 648 {
648 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
701 sint8 v = arch->stats.stat (i); 702 sint8 v = arch->stats.stat (i);
702 stats.stat (i) += v; 703 stats.stat (i) += v;
703 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
704 } 705 }
705} 706}
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;
732 707
733static struct copy_flags : object::flags_t 708static struct copy_flags : object::flags_t
734{ 709{
735 copy_flags () 710 copy_flags ()
736 { 711 {
755 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
756 */ 731 */
757void 732void
758object::update_stats () 733object::update_stats ()
759{ 734{
760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
761 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
764 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed; 741 float old_speed = speed;
766 int stat_sum [NUM_STATS]; 742 int stat_sum [NUM_STATS];
767 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
768 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 747 if (type == PLAYER)
770 { 748 {
749 contr->delayed_update = false;
750
771 for (int i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
773 753
774 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 755 contr->encumbrance = 0;
782 contr->gen_grace = 0; 762 contr->gen_grace = 0;
783 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
784 contr->item_power = 0; 764 contr->item_power = 0;
785 } 765 }
786 766
787 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
788 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
789 769
790 slaying = 0; 770 slaying = 0;
791 771
792 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
793 {
794 CLEAR_FLAG (this, FLAG_XRAYS);
795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
796 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
797 777
798 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
799 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
800 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
801 781
802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 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); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 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); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
806 786
807 path_attuned = arch->path_attuned; 787 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled; 788 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied; 789 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius; 790 glow_radius = arch->glow_radius;
811 move_type = arch->move_type; 791 move_type = arch->move_type;
812 792
813 chosen_skill = 0;
814
815 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
816 * archetype clone 794 * archetype clone
817 */ 795 */
818 memcpy (&resist, &arch->resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
819 797
820 for (int i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
821 { 799 {
822 if (resist[i] > 0) 800 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
824 else 802 else
825 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
826 804
827 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
828 } 806 }
829 807
830 wc = arch->stats.wc; 808 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam; 809 stats.dam = arch->stats.dam;
832 810
833 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down 816 * that their protection from physical goes down
839 */ 817 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
841 { 819 {
842 ac = max (-10, arch->stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 } 822 }
845 else 823 else
846 ac = arch->stats.ac; 824 ac = arch->stats.ac;
847 825
848 stats.luck = arch->stats.luck; 826 stats.luck = arch->stats.luck;
849 speed = arch->speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
850 830
851 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
853 */ 833 */
854 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
855 { 835 {
856 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
858 * then calls this function. 838 * then calls this function.
859 */ 839 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
861 continue; 841 continue;
862 842
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); 843 glow_radius += tmp->glow_radius;
867 844
868 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
870 { 847 {
871 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
886 } 863 }
887 } 864 }
888 865
889 /* Container objects are not meant to adjust players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments. 867 * objects need to make adjustments.
891 * This block should handle all player specific changes 868 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 869 * 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. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
896 * up, etc. 873 * up, etc.
897 */ 874 */
898 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
901 || (tmp->type == SKILL 878 && tmp->type != SPELL)
902 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
903 { 880 {
904 if (type == PLAYER) 881 if (type == PLAYER)
905 { 882 {
906 contr->item_power += tmp->item_power; 883 contr->item_power += tmp->item_power;
907 884
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++) 885 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 886 stat_sum [i] += tmp->stats.stat (i);
917 887
918 if (digest_types [tmp->type]) 888 if (digest_types [tmp->type])
919 { 889 {
920 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
930 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
931 current_weapon = tmp; 901 current_weapon = tmp;
932 } 902 }
933 903
934 /* Update slots used for items */ 904 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
937 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
938 908
939 if (tmp->type == SYMPTOM) 909 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); 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 911
943 /* Pos. and neg. protections are counted separate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 916 */
948 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
949 {
950 for (int i = 0; i < NROFATTACKS; i++) 918 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]; 919 max_it (potion_resist[i], tmp->resist[i]);
961 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
962 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
964 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
966 }
967 }
968 926
969 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
970 if (tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
971 { 929 {
972 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
977 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
978 } 936 }
979 937
980 flag |= tmp->flag & copy_flags; 938 flag |= tmp->flag & copy_flags;
981 939
982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
983 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
984 942
985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
986 { 945 {
987 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
988 invisible = 1; 947 invisible = 1;
989 } 948 }
990 949
991 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
992 { 951 {
999 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1000 } 959 }
1001 960
1002 switch (tmp->type) 961 switch (tmp->type)
1003 { 962 {
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: 963 case SKILL:
1016 { 964 {
965 // some skills will end up here without counting as "applied"
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1018 break; 967 break;
1019 968
1020 if (chosen_skill) 969 if (chosen_skill)
1021 { 970 {
1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 973
1025 tmp->flag [FLAG_APPLIED] = false; 974 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats (); 975 update_stats ();
1027 return; 976 return;
1028 } 977 }
1029 else 978
1030 chosen_skill = tmp; 979 chosen_skill = tmp;
1031 980
1032 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1035 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1036
1037 if (weapon_speed < 0)
1038 weapon_speed = 0;
1039 985
1040 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042 988
1043 if (tmp->magic) 989 if (tmp->magic)
1052 998
1053 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1054 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1055 1001
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1058 } 1004 }
1059 1005
1060 break; 1006 break;
1061 1007
1062 case SHIELD: 1008 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1065 case RING: 1012 case RING:
1066 case AMULET: 1013 case AMULET:
1067 case GIRDLE: 1014 case GIRDLE:
1068 case HELMET: 1015 case HELMET:
1069 case BOOTS: 1016 case BOOTS:
1078 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1080 1027
1081 break; 1028 break;
1082 1029
1030 case RANGED:
1083 case BOW: 1031 case BOW:
1084 case WEAPON: 1032 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1088 1034
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1091 1037
1092 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1093 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095 1041
1096 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1097 weapon_speed = 0; 1043 weapon_speed = 0;
1098 1044
1099 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1100 1046
1101 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1102 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1103 * go. 1049 * go.
1104 */ 1050 */
1105 1051
1106 if (type == PLAYER) 1052 if (type == PLAYER)
1107 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1108 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1109 }
1110 1055
1111 break; 1056 break;
1112 1057
1113 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1116 1061
1117 case BRACERS: 1062 case BRACERS:
1118 case FORCE: 1063 case FORCE:
1119 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1120 { 1065 {
1137 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1139 } 1084 }
1140 1085
1141 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1143 1088
1144 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1146 1091
1147 if (ARMOUR_SPEED (tmp)) 1092 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1094
1150 break; 1095 break;
1151 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1152 } /* item is equipped */ 1097 } /* item is equipped */
1153 } /* for loop of items */ 1098 } /* for loop of items */
1154 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1155 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1157 */ 1104 */
1158 1105
1159 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1160 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1161 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1162 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1163 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1164 */ 1111 */
1165 for (int i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1166 { 1113 {
1167 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1168 1115
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1170 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1171 } 1119 }
1172 1120
1173 if (type == PLAYER) 1121 if (type == PLAYER)
1174 { 1122 {
1175 // clamp various player stats 1123 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1124 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1178 1128
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1130
1181 /* Figure out the players sp/mana/hp totals. */ 1131 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1132 int pl_level;
1183 1133
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1135
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1138 */
1193 stats.maxhp = 0; 1139 stats.maxhp = 0;
1207 stats.maxhp += 2 * max (0, level - 10); 1153 stats.maxhp += 2 * max (0, level - 10);
1208 1154
1209 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1211 1157
1212 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1214 */ 1160 */
1215 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1216 if (!mana_obj) 1162 if (!mana_obj)
1217 mana_obj = this; 1163 mana_obj = this;
1218 1164
1288 wc += 4; 1234 wc += 4;
1289 } 1235 }
1290 else 1236 else
1291 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1292 1238
1293 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t. 1241 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1303 */ 1249 */
1304 object *wc_obj = chosen_skill; 1250 object *wc_obj = chosen_skill;
1305 1251
1306 if (contr && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1328 1274
1329 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1330 1276
1331 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1278 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1279 } /* End if player */
1337 1280
1338 if (added_speed >= 0) 1281 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1348 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1349 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1350 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1351 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1352 */ 1295 */
1353 float f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1354 if (f > 0.f) 1297 if (f > 0.f)
1355 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1356 } 1299 }
1357 1300
1358 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease; 1302 speed *= speed_reduce_from_disease;
1360 1303
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1306 */
1364 if (speed < 0.04f && type == PLAYER) 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1308
1367 if (speed != old_speed) 1309 if (speed != old_speed)
1368 set_speed (speed); 1310 set_speed (speed);
1369 1311
1370 if (type == PLAYER) 1312 if (type == PLAYER)
1405 if (move_type == 0) 1347 if (move_type == 0)
1406 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1408 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1409 1351
1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1355
1410 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1357 * so we will check that now.
1412 */ 1358 */
1413 if (type == PLAYER) 1359 if (is_player ())
1414 { 1360 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1361
1419 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1422} 1365}
1423 1366
1424/* 1367void
1425 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1426 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns
1429 * false otherwise.
1430 */
1431int
1432allowed_class (const object *op)
1433{ 1369{
1434 return op->stats.Dex > 0 1370 glow_radius = rad;
1435 && op->stats.Str > 0 1371
1436 && op->stats.Con > 0 1372 if (is_on_map ())
1437 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1438 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1439 && op->stats.Pow > 0 1375 {
1440 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1441} 1381}
1442 1382
1443/* 1383/*
1444 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1490/* 1430/*
1491 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1433 * or change the ability-focus.
1494 */ 1434 */
1495void 1435static void
1496dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1497{ 1437{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1511 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1512 if (abil == NULL) 1452 if (abil == NULL)
1513 return; 1453 return;
1514 1454
1515 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1516 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1517 */ 1457 */
1518 if (who->level > abil->level) 1458 if (who->level > abil->level)
1519 { 1459 {
1520 /* increase our focused ability */ 1460 /* increase our focused ability */
1521 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1563 } 1503 }
1564 1504
1565 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1506 * still doesn't know it.
1567 */ 1507 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1510 skill_obj->level = 1;
1571 op->insert (skill_obj); 1511 op->insert (skill_obj);
1572 1512
1573 if (player *pl = op->contr) 1513 if (player *pl = op->contr)
1596 { 1536 {
1597 changed = true; 1537 changed = true;
1598 1538
1599 op->level++; 1539 op->level++;
1600 1540
1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1602 dragon_level_gain (who); 1542 dragon_level_gain (who);
1603 1543
1604 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1605 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1606 { 1546 {
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 } 1580 }
1641 } 1581 }
1642 1582
1643 if (changed) 1583 if (changed)
1644 { 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1647 /* check if the spell data has changed */
1648 esrv_update_spells (who->contr);
1649 }
1650} 1585}
1651 1586
1652/* 1587/*
1653 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1655 */ 1590 */
1656 1591
1657sint64 1592sint64
1658level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1659{ 1594{
1660 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1663 return (sint64) (expmul * levels[level]);
1664} 1596}
1665 1597
1666/* 1598/*
1667 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1668 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1674calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1675{ 1607{
1676 int p_exp_min; 1608 int p_exp_min;
1677 1609
1678 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1679 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1680 * to get the fraction */ 1612 * to get the fraction */
1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1682 1614
1683 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1684 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1696 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1697 * total, but not any particular skill. 1629 * total, but not any particular skill.
1698 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1699 */ 1631 */
1700static void 1632static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1702{ 1634{
1703 object *skill_obj; 1635 object *skill_obj;
1704 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1705 int i;
1706 1637
1707 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1639 if (op->contr->braced)
1709 exp /= 5; 1640 exp /= 5;
1710 1641
1736 { 1667 {
1737 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1738 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1739 */ 1670 */
1740 exp_to_add = exp; 1671 exp_to_add = exp;
1741 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1742 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1743 exp_to_add = limit; 1674 exp_to_add = limit;
1744 1675
1745 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1746 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1753 } 1684 }
1754 1685
1755 if (skill_obj) 1686 if (skill_obj)
1756 { 1687 {
1757 exp_to_add = exp; 1688 exp_to_add = exp;
1758 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1759 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1760 exp_to_add = limit; 1691 exp_to_add = limit;
1761 1692
1762 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1763 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1769 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1770 } 1701 }
1771} 1702}
1772 1703
1773/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1774 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1775 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1776 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1777 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1778 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1779 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1780 */ 1711 */
1781sint64 1712static sint64
1782check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1783{ 1714{
1784 sint64 del_exp; 1715 sint64 del_exp;
1785 1716
1786 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1787 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1788 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1789 { 1721 {
1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1791 if (del_exp < 0) 1724 if (del_exp < 0)
1792 del_exp = 0; 1725 del_exp = 0;
1726
1793 if (exp > del_exp) 1727 if (exp > del_exp)
1794 exp = del_exp; 1728 exp = del_exp;
1795 } 1729 }
1730
1796 return exp; 1731 return exp;
1797} 1732}
1798 1733
1799sint64 1734sint64
1800check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1801{ 1736{
1802 if (exp < 0) 1737 if (exp < 0)
1803 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1804 else 1739 else
1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1806} 1741}
1807 1742
1808/* Subtracts experience from player. 1743/* Subtracts experience from player.
1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1810 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1816 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1817 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1818 * a postive number. 1753 * a postive number.
1819 */ 1754 */
1820static void 1755static void
1821subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1822{ 1757{
1823 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1824 object *tmp; 1759 object *tmp;
1825 sint64 del_exp; 1760 sint64 del_exp;
1826 1761
1827 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1828 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1829 { 1764 {
1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1831 { 1766 {
1832 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1833 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1834 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1835 } 1770 }
1836 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1837 { 1772 {
1838 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1839 * to match a specific skill. 1774 * to match a specific skill.
1840 */ 1775 */
1841 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1842 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1843 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1844 } 1779 }
1845 } 1780 }
1846 1781
1860 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1861 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1862 * these last two values are only used for players. 1797 * these last two values are only used for players.
1863 */ 1798 */
1864void 1799void
1865change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1866{ 1801{
1867#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1868 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1869#endif 1804#endif
1870 1805
1879 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1880 */ 1815 */
1881 if (exp == 0) 1816 if (exp == 0)
1882 return; 1817 return;
1883 1818
1884 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1885 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1886 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1887 * worth. 1822 * worth.
1888 */ 1823 */
1889 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1890 { 1825 {
1891 /* Sanity check */ 1826 /* Sanity check */
1892 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1893 return; 1828 return;
1894 1829
1895 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1896 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1897 * more than max exp, just return. 1832 * more than max exp, just return.
1916 */ 1851 */
1917 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1918 } 1853 }
1919} 1854}
1920 1855
1921/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1922 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1923 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1924 */ 1859 */
1925void 1860void
1926apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
1927{ 1862{
1928 object *tmp;
1929 sint64 loss; 1863 sint64 loss;
1930 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1931 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1932 1866
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1869 {
1936
1937 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1938 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1939 1872
1940 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
1941 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
1942 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
1943 * tables is a lot harder. 1876 * tables is a lot harder.
1944 */ 1877 */
1945 if (level_loss < 0) 1878 if (level_loss < 0)
1946 level_loss = 0; 1879 level_loss = 0;
1947 1880
1948 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1949 1882
1950 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
1951 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
1952 } 1885 }
1953 1886
1954 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1955 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1956 1889
1957 if (level_loss < 0) 1890 if (level_loss < 0)
1958 level_loss = 0; 1891 level_loss = 0;
1892
1959 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1960 1894
1961 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
1962 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
1963} 1897}
1964 1898

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