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Comparing deliantra/server/common/living.C (file contents):
Revision 1.57 by root, Mon May 14 21:32:26 2007 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
281 * that gives them that ability. 279 * that gives them that ability.
282 */ 280 */
283int 281int
284change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
285{ 283{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
287 char message[MAX_BUF]; 286 char message[MAX_BUF];
288 int potion_max = 0; 287 int potion_max = 0;
289 288
290 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
293 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 295
296 if (op->type == PLAYER) 296 if (op->type == PLAYER)
297 { 297 {
298 if (tmp->type == POTION) 298 if (tmp->type == POTION)
299 { 299 {
300 potion_max = 1; 300 potion_max = 1;
301
301 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
302 { 303 {
303 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
305 306
306 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
308 309
309 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
367 { 367 {
368 success = 1; 368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 370 }
371 371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 373 {
374 success = 1; 374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 376 }
377 377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 379 {
380 success = 1; 380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 382 }
383 383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 385 {
386 success = 1; 386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 388 }
389 389
391 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 394 * from fly high)
395 */ 395 */
396 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
397 { 397 {
398 success = 1; 398 success = 1;
399 399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
422 } 422 }
423 423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 425 * originally undead may change their status
426 */ 426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 429 {
430 success = 1; 430 success = 1;
431 if (flag > 0) 431 if (flag > 0)
432 { 432 {
433 op->race = "undead"; 433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 435 }
436 else 436 else
437 { 437 {
438 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 440 }
441 } 441 }
442 442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 444 {
445 success = 1; 445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 447 }
448 448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 450 {
451 success = 1; 451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 453 }
454 454
455 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 456 * vision
457 */ 457 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
459 { 459 {
460 success = 1; 460 success = 1;
461 if (flag > 0) 461 if (flag > 0)
462 { 462 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 465 else
466 { 466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
470 op->contr->do_los = 1; 470 op->contr->do_los = 1;
471 } 471 }
472 } 472 }
473 else 473 else
474 { 474 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 477 else
478 { 478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
482 op->contr->do_los = 1; 482 op->contr->do_los = 1;
483 } 483 }
484 } 484 }
485 } 485 }
486 486
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 488 {
489 success = 1; 489 success = 1;
490 if (op->type == PLAYER) 490 if (op->type == PLAYER)
491 op->contr->do_los = 1; 491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 493 }
494 494
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 496 {
497 success = 1; 497 success = 1;
498 if (flag > 0) 498 if (flag > 0)
499 { 499 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 502 else
503 { 503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 505 if (op->type == PLAYER)
506 op->contr->do_los = 1; 506 op->contr->do_los = 1;
507 } 507 }
508 } 508 }
509 else 509 else
510 { 510 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 513 else
514 { 514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 516 if (op->type == PLAYER)
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 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
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
709 746
710/* 747/*
711 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
719 */ 756 */
720void 757void
721object::update_stats () 758object::update_stats ()
722{ 759{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
730 767
731 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 769 if (type == PLAYER)
733 { 770 {
734 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
736 773
737 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 775 contr->encumbrance = 0;
739 776
740 attacktype = 0; 777 attacktype = 0;
760 797
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
764 801
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 806
770 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
775 812
776 chosen_skill = 0; 813 chosen_skill = 0;
777 814
778 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
779 * archetype clone 816 * archetype clone
780 */ 817 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
782 819
783 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
784 { 821 {
785 if (resist[i] > 0) 822 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
787 else 824 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
789 826
790 potion_resist[i] = 0; 827 potion_resist[i] = 0;
791 } 828 }
792 829
793 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
795 832
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 838 * that their protection from physical goes down
802 */ 839 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 841 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 844 }
808 else 845 else
809 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
810 847
811 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 849 speed = arch->speed;
813 850
814 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
816 */ 853 */
817 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
818 { 855 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 858 * then calls this function.
828 */ 859 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 861 continue;
831 862
863 glow_radius += tmp->glow_radius;
864
832 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
834 { 867 {
835 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype)) 869 if (IS_MANA_SKILL (tmp->subtype))
848 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 882 grace_obj = tmp;
850 } 883 }
851 } 884 }
852 885
853 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 887 * objects need to make adjustments.
855 * This block should handle all player specific changes 888 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
865 || (tmp->type == SKILL 898 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
867 { 900 {
868 if (type == PLAYER) 901 if (type == PLAYER)
869 { 902 {
903 contr->item_power += tmp->item_power;
904
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
872 continue; 910 continue;
873 911
874 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
876 914
877 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 916 {
890 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 923 }
897 } /* if this is a player */ 924 } /* if this is a player */
898 else 925 else
899 { 926 {
900 if (tmp->type == WEAPON) 927 if (tmp->type == WEAPON)
901 current_weapon = tmp; 928 current_weapon = tmp;
902 } 929 }
903 930
904 /* Update slots used for items */ 931 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
908 935
909 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
915 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
916 939
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 944 */
922 if (tmp->type != POTION) 945 if (tmp->type != POTION)
923 { 946 {
924 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
925 { 948 {
926 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
928 */ 951 */
929 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
930 { 953 {
931 if (potion_resist[i]) 954 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
933 else 956 else
934 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
935 } 958 }
936 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
949 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
952 } 975 }
953 976
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 978
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
964 981
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 983 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 1008#endif
992 1009
993 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
995 case SKILL: 1012 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1015 break;
998 1016
999 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1001 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1002 chosen_skill = tmp; 1027 chosen_skill = tmp;
1003 1028
1004 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1005 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1007 weapon_speed = WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1008 1033
1009 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1010 weapon_speed = 0; 1035 weapon_speed = 0;
1011 1036
1012 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1014 1039
1015 if (tmp->magic) 1040 if (tmp->magic)
1016 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1017 } 1042 }
1018 1043
1019 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic; 1045 wc -= tmp->stats.wc + tmp->magic;
1021 1046
1022 if (tmp->slaying) 1047 if (tmp->slaying)
1023 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1024 1049
1025 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic; 1051 ac -= tmp->stats.ac + tmp->magic;
1027 1052
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1055 }
1030 1056
1031 break; 1057 break;
1032 1058
1033 case SHIELD: 1059 case SHIELD:
1034 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1108 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1109 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1110 } 1136 }
1111 1137
1112 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1113 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1114 1140
1115 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1116 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1117 1143
1118 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1144 if (ARMOUR_SPEED (tmp))
1119 max = ARMOUR_SPEED (tmp) / 10.f; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1120 1146
1121 break; 1147 break;
1122 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1123 } /* item is equipped */ 1149 } /* item is equipped */
1124 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1125 1153
1126 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1127 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1128 */ 1156 */
1129 1157
1131 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1132 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1133 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1134 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1135 */ 1163 */
1136 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1137 { 1165 {
1138 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1139 1167
1140 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1141 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1142 } 1170 }
1143 1171
1144 /* Figure out the players sp/mana/hp totals. */
1145 if (type == PLAYER) 1172 if (type == PLAYER)
1146 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1147 int pl_level; 1181 int pl_level;
1148 1182
1149 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1150 pl_level = level; 1184 pl_level = level;
1151 1185
1153 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1188
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1191 */
1158 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1159 { 1194 {
1160 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1161 1196
1162 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1163 {
1164 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1165 j++; 1199 j++;
1166 else 1200 else
1167 j--; 1201 j--;
1168 }
1169 1202
1170 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1171 } 1204 }
1172 1205
1173 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1174 stats.maxhp += 2;
1175 1207
1176 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1177 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1178 1210
1179 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1192 1224
1193 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1194 stats.maxsp = 1; 1226 stats.maxsp = 1;
1195 else 1227 else
1196 { 1228 {
1197 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1198 1230
1199 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1200 { 1232 {
1201 float stmp; 1233 float stmp;
1202 1234
1203 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1204 if (i < 2) 1236 if (i < 2)
1205 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1206 else 1238 else
1207 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1208 1240
1209 if (stmp < 1.f)
1210 stmp = 1.f;
1211
1212 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1213 } 1242 }
1214 1243
1215 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1216
1217 for (i = 11; i <= mana_obj->level; i++)
1218 stats.maxsp += 2;
1219 } 1245 }
1220 1246
1221 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1222 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1223 stats.sp = stats.maxsp * 2;
1224 1249
1225 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1226 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1227 grace_obj = this; 1252 grace_obj = this;
1228 1253
1233 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1234 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1235 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1236 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1237 */ 1262 */
1238 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1239 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1240 { 1266 {
1241 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1242 1268
1243 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1244 if (i < 2) 1270 if (i < 2)
1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1246 else 1272 else
1247 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1248 1274
1249 if (grace_tmp < 1.f)
1250 grace_tmp = 1.f;
1251
1252 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1253 } 1276 }
1254 1277
1255 stats.maxgrace = (sint16)sp_tmp;
1256
1257 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1258 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1259 stats.maxgrace += 2;
1260 } 1280 }
1261 1281
1262 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1263 1283
1264 if (contr->braced) 1284 if (contr->braced)
1284 1304
1285 if (contr && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1286 { 1306 {
1287 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1288 1308
1289 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1290 { 1310 {
1291 /* additional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1292 if (!(i % 6)) 1312 if (!(i % 6))
1293 wc--; 1313 wc--;
1294 1314
1309 1329
1310 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1311 speed -= 1; 1331 speed -= 1;
1312 1332
1313 if (attacktype == 0) 1333 if (attacktype == 0)
1314 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1315 } /* End if player */ 1335 } /* End if player */
1316 1336
1317 if (added_speed >= 0) 1337 if (added_speed >= 0)
1318 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1319 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1320 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1321 1341
1322 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1323 if (speed > max) 1343 speed = min (speed, max_speed);
1324 speed = max;
1325 1344
1326 if (type == PLAYER) 1345 if (type == PLAYER)
1327 { 1346 {
1328 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1329 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1330 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1331 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1332 */ 1351 */
1333 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1334 if (f > 0) 1353 if (f > 0.f)
1335 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1336 } 1355 }
1337 1356
1338 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1339 1359
1340 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1341 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1342 */ 1362 */
1343 speed = speed * speed_reduce_from_disease;
1344
1345 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1346 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1347 1368
1348 if (type == PLAYER) 1369 if (type == PLAYER)
1349 { 1370 {
1350 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1351 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1362 K *= (4 + level) * 1.2f / (6 + level); 1383 K *= (4 + level) * 1.2f / (6 + level);
1363 1384
1364 if (K <= 0.01f) 1385 if (K <= 0.01f)
1365 K = 0.01f; 1386 K = 0.01f;
1366 1387
1367 float S = speed / (K * s); 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1368
1369 contr->weapon_sp = S;
1370 } 1389 }
1371 1390
1372 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1374 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1375 1394
1376 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1377 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1378 1397
1379 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1385 if (move_type == 0) 1404 if (move_type == 0)
1386 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1387 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1388 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1389 1408
1390 if (speed != old_speed)
1391 set_speed (speed);
1392
1393 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1394 * so we will check that now. 1410 * so we will check that now.
1395 */ 1411 */
1396 if (type == PLAYER) 1412 if (type == PLAYER)
1397 { 1413 {
1425 1441
1426/* 1442/*
1427 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1428 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1429 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1430 *
1431 * Note that the title is written to 'own_title' in the
1432 * player struct. This should be changed to 'ext_title'
1433 * as soon as clients support this!
1434 * Please, anyone, write support for 'ext_title'.
1435 */ 1446 */
1436void 1447void
1437set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1438{ 1449{
1439 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1457 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1458 or else at random */ 1469 or else at random */
1459 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1460 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1461 1472
1462 level = (int) (level / 5.);
1463
1464 /* now set the new title */ 1473 /* now set the new title */
1465 if (pl->contr != NULL)
1466 {
1467 if (level == 0)
1468 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1469 else if (level == 1)
1470 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1471 else if (level == 2)
1472 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1473 else if (level == 3)
1474 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1475 else 1478 else
1476 { 1479 {
1477 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1478 if (skin->resist[atnr] > 80)
1479 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1480 else if (skin->resist[atnr] > 50)
1481 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1482 else
1483 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1484 }
1485 } 1484 }
1486 1485
1487 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1488} 1487}
1489 1488
1499 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1501 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1502 1501
1503 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1504 shstr_cmp dragon_ability_force ("dragon_ability_force");
1505 shstr_cmp dragon_skin_force ("dragon_skin_force");
1506
1507 for (tmp = who->inv; tmp; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1508 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1509 if (tmp->arch->name == dragon_ability_force) 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1510 abil = tmp; 1506 abil = tmp;
1511 else if (tmp->arch->name == dragon_skin_force) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1512 skin = tmp; 1508 skin = tmp;
1513 1509
1514 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1515 if (abil == NULL) 1511 if (abil == NULL)
1516 return; 1512 return;
1559 object *skill_obj; 1555 object *skill_obj;
1560 1556
1561 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1562 if (!skill_obj) 1558 if (!skill_obj)
1563 { 1559 {
1564 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1565 return NULL; 1561 return NULL;
1566 } 1562 }
1567 1563
1568 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1569 * still doesn't know it. 1565 * still doesn't know it.
1570 */ 1566 */
1571 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1572 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1573 skill_obj->level = 1; 1569 skill_obj->level = 1;
1574 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1575 1571
1576 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1577 { 1573 pl->link_skills ();
1578 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1579 if (pl->ns)
1580 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1581 }
1582 1574
1583 return skill_obj; 1575 return skill_obj;
1584} 1576}
1585 1577
1586/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1592 */ 1584 */
1593void 1585void
1594player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1595{ 1587{
1596 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1597 1590
1598 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1599 op = who; 1592 op = who;
1600 1593
1601 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1602 { 1595 {
1596 changed = true;
1597
1603 op->level++; 1598 op->level++;
1604 1599
1605 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1606 dragon_level_gain (who); 1601 dragon_level_gain (who);
1607 1602
1611 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1612 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1607 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1613 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1614 } 1609 }
1615 1610
1616 who->update_stats ();
1617 if (op->level > 1) 1611 if (op->level > 1)
1618 { 1612 {
1619 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1620 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1621 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1622 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623 1623
1624 if (who) 1624 if (who)
1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1626 } 1626 }
1627
1628 player_lvl_adj (who, op); /* To increase more levels */
1629 } 1627 }
1628
1630 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1631 { 1630 {
1631 changed = true;
1632
1632 op->level--; 1633 op->level--;
1633 who->update_stats ();
1634 1634
1635 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1636 { 1636 {
1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 } 1639 }
1640 }
1640 1641
1641 player_lvl_adj (who, op); /* To decrease more levels */ 1642 if (changed)
1642 } 1643 {
1643 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1644 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1645 esrv_update_stats (who->contr);
1646 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1647} 1649}
1648 1650
1649/* 1651/*
1650 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1651 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1695 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1696 */ 1698 */
1697static void 1699static void
1698add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1699{ 1701{
1700 object *skill_obj = NULL; 1702 object *skill_obj;
1701 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1702 int i; 1704 int i;
1703 1705
1704 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1705 if (op->contr->braced) 1707 if (op->contr->braced)
1708 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1709 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1710 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1711 * the players inventory. 1713 * the players inventory.
1712 */ 1714 */
1715 skill_obj = 0;
1716
1713 if (skill_name) 1717 if (skill_name)
1714 { 1718 {
1715 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1716 skill_obj = op->chosen_skill;
1717 else
1718 {
1719 for (i = 0; i < NUM_SKILLS; i++)
1720 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1721 {
1722 skill_obj = op->contr->last_skill_ob[i];
1723 break;
1724 }
1725 1720
1726 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1727 * it to the player if necessary 1722 * it to the player if necessary
1728 */ 1723 */
1729 if (!skill_obj) 1724 if (!skill_obj)
1730 { 1725 {
1731 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1732 return; 1727 return;
1728
1733 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1734 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1735 }
1736 } 1731 }
1737 } 1732 }
1738 1733
1739 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1740 { 1735 {
1773 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1774 } 1769 }
1775} 1770}
1776 1771
1777/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1778 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1779 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1780 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1781 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1782 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1783 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1787{ 1782{
1788 sint64 del_exp; 1783 sint64 del_exp;
1789 1784
1790 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1791 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1792 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1793 { 1789 {
1794 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1795 if (del_exp < 0) 1792 if (del_exp < 0)
1796 del_exp = 0; 1793 del_exp = 0;
1794
1797 if (exp > del_exp) 1795 if (exp > del_exp)
1798 exp = del_exp; 1796 exp = del_exp;
1799 } 1797 }
1798
1800 return exp; 1799 return exp;
1801} 1800}
1802 1801
1803sint64 1802sint64
1804check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1805{ 1804{
1806 if (exp < 0) 1805 if (exp < 0)
1807 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1808 else 1807 else
1809 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1810} 1809}
1811
1812 1810
1813/* Subtracts experience from player. 1811/* Subtracts experience from player.
1814 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1815 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1816 * this subtracts a portion from all 1814 * this subtracts a portion from all
1830 sint64 del_exp; 1828 sint64 del_exp;
1831 1829
1832 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1834 { 1832 {
1835 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1836 { 1834 {
1837 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1838 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1839 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1840 } 1838 }
1928 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1929 */ 1927 */
1930void 1928void
1931apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1932{ 1930{
1933 object *tmp;
1934 sint64 loss; 1931 sint64 loss;
1935 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1936 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1937 1934
1938 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1939 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1940 { 1937 {
1941
1942 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1943 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1944 1940
1945 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1946 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1948 * tables is a lot harder. 1944 * tables is a lot harder.
1949 */ 1945 */
1950 if (level_loss < 0) 1946 if (level_loss < 0)
1951 level_loss = 0; 1947 level_loss = 0;
1952 1948
1953 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1954 1950
1955 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1956 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1957 } 1953 }
1958 1954
1959 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1960 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1961 1957
1962 if (level_loss < 0) 1958 if (level_loss < 0)
1963 level_loss = 0; 1959 level_loss = 0;
1960
1964 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1965 1962
1966 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1967 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1968} 1965}
1969 1966

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