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Comparing deliantra/server/common/living.C (file contents):
Revision 1.41 by root, Sun Apr 29 18:11:39 2007 UTC vs.
Revision 1.99 by root, Fri Nov 6 12:49:19 2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* 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 28 * 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 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 318 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 319
408 if (nstat != ostat) 320 if (nstat != ostat)
409 { 321 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 323 potion_max = 0;
412 } 324 }
413 else if (i) 325 else if (i)
414 { 326 {
415 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
419 331
420 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 334 * recalculates this anyway.
423 */ 335 */
424 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 338
427 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 340 } /* end of potion handling code */
429 } 341 }
430 342
431 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 344 * everything to set
433 */ 345 */
434 if (flag == -1) 346 if (flag == -1)
435 { 347 {
436 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 353 * and not the other move_ fields.
442 */ 354 */
443 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
444 } 356 }
445 357
446 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
449 */ 361 */
450 op->update_stats (); 362 op->update_stats ();
451 363
452 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 365 * print out message if this is a bow.
454 */ 366 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 368 {
457 success = 1; 369 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 371 }
460 372
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 374 {
463 success = 1; 375 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 377 }
466 378
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 380 {
469 success = 1; 381 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 383 }
472 384
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
478 390
480 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 395 * from fly high)
484 */ 396 */
485 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
486 { 398 {
487 success = 1; 399 success = 1;
488 400
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
491 */ 403 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 405 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 407 }
496 408
497 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 410 {
499 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 412 * in that case, you don't actually land
501 */ 413 */
502 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 416 }
417
505 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 420
508 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 422 check_move_on (op, op);
510 } 423 }
511 424
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 426 * originally undead may change their status
514 */ 427 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 430 {
518 success = 1; 431 success = 1;
519 if (flag > 0) 432 if (flag > 0)
520 { 433 {
521 op->race = "undead"; 434 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 436 }
524 else 437 else
525 { 438 {
526 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 441 }
529 } 442 }
530 443
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 445 {
533 success = 1; 446 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 448 }
536 449
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 451 {
539 success = 1; 452 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 454 }
542 455
543 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 457 * vision
545 */ 458 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
547 { 460 {
548 success = 1; 461 success = 1;
549 if (flag > 0) 462 if (flag > 0)
550 { 463 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 466 else
554 { 467 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 471 op->contr->do_los = 1;
559 } 472 }
560 } 473 }
561 else 474 else
562 { 475 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 478 else
566 { 479 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 483 op->contr->do_los = 1;
571 } 484 }
572 } 485 }
573 } 486 }
574 487
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 489 {
577 success = 1; 490 success = 1;
578 if (op->type == PLAYER) 491 if (op->type == PLAYER)
579 op->contr->do_los = 1; 492 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 494 }
582 495
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 497 {
585 success = 1; 498 success = 1;
586 if (flag > 0) 499 if (flag > 0)
587 { 500 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 503 else
591 { 504 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 506 if (op->type == PLAYER)
594 op->contr->do_los = 1; 507 op->contr->do_los = 1;
595 } 508 }
596 } 509 }
597 else 510 else
598 { 511 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 514 else
602 { 515 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 517 if (op->type == PLAYER)
637 success = 1; 550 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 552 }
640 553
641 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
643 { 556 {
644 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
646 559
647 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
648 { 561 {
649 success = 1; 562 success = 1;
563
650 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 566 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 568
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 570 }
657 } 571 }
658 572
659 if (!potion_max) 573 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
662 { 575 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 }
669 }
670 580
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 692}
793 693
794/* 694/*
795 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
826 */ 757 */
827void 758void
828object::update_stats () 759object::update_stats ()
829{ 760{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
837 768
838 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 770 if (type == PLAYER)
840 { 771 {
841 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
843 774
844 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 776 contr->encumbrance = 0;
846 777
847 attacktype = 0; 778 attacktype = 0;
850 contr->gen_hp = 0; 781 contr->gen_hp = 0;
851 contr->gen_sp = 0; 782 contr->gen_sp = 0;
852 contr->gen_grace = 0; 783 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 785 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 786 }
865 787
866 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
867 790
868 slaying = 0; 791 slaying = 0;
869 792
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 794 {
875 798
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
879 802
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 807
885 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
890 813
891 chosen_skill = NULL; 814 chosen_skill = 0;
892 815
893 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
894 * archetype clone 817 * archetype clone
895 */ 818 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
897 820
898 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
899 { 822 {
900 if (resist[i] > 0) 823 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
902 else 825 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
904 potion_resist[i] = 0; 828 potion_resist[i] = 0;
905 } 829 }
906 830
907 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
909 833
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 839 * that their protection from physical goes down
916 */ 840 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 842 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 845 }
922 else 846 else
923 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
924 848
925 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 850 speed = arch->speed;
927 851
928 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
930 */ 854 */
931 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 857 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what changed. But change_abil 858 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 859 * then calls this function.
942 */ 860 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 862 continue;
945 863
864 glow_radius += tmp->glow_radius;
865
946 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
948 { 868 {
949 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
950 if (IS_MANA_SKILL (tmp->subtype)) 870 if (IS_MANA_SKILL (tmp->subtype))
962 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 883 grace_obj = tmp;
964 } 884 }
965 } 885 }
966 886
967 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 888 * objects need to make adjustments.
969 * This block should handle all player specific changes 889 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put 890 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those. 891 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 892 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 893 * because the skill shouldn't count against body positions being used
974 * up, etc. 894 * up, etc.
975 */ 895 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 896 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 897 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 898 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL 899 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 900 && tmp->subtype == SK_PRAYING))
981 { 901 {
982 if (type == PLAYER) 902 if (type == PLAYER)
983 { 903 {
984 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
985 contr->ranges[range_bow] = tmp;
986 905
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
988 contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
989 912
990 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
992 915
993 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 { 917 {
1006 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1008 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 } 924 }
1013 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1014 931
1015 /* Update slots used for items */ 932 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1019 936
1020 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023
1024 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 938 speed_reduce_from_disease =
1026 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1027 940
1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1029 * (Negative protections are calculated exactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
1030 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
1032 */ 945 */
1033 if (tmp->type != POTION) 946 if (tmp->type != POTION)
1034 { 947 {
1035 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
1036 { 949 {
1037 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
1038 * a straight MAX, as potion_resist is initialised to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
1039 */ 952 */
1040 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
1041 { 954 {
1042 if (potion_resist[i]) 955 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1044 else 957 else
1045 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
1046 } 959 }
1047 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1051 } 964 }
1052 } 965 }
1053 966
1054 /* There may be other things that should not adjust the attacktype */ 967 /* There may be other things that should not adjust the attacktype */
1055 if (tmp->type != SYMPTOM) 968 if (tmp->type != SYMPTOM)
969 {
1056 attacktype |= tmp->attacktype; 970 attacktype |= tmp->attacktype;
1057
1058 path_attuned |= tmp->path_attuned; 971 path_attuned |= tmp->path_attuned;
1059 path_repelled |= tmp->path_repelled; 972 path_repelled |= tmp->path_repelled;
1060 path_denied |= tmp->path_denied; 973 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type; 974 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck; 975 stats.luck += tmp->stats.luck;
976 }
1063 977
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 978 flag |= tmp->flag & copy_flags;
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071 979
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD); 981 SET_FLAG (this, FLAG_UNDEAD);
1074 982
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 { 984 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS); 985 SET_FLAG (this, FLAG_MAKE_INVIS);
1081 if (tmp->stats.exp && tmp->type != SKILL) 989 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 990 {
1083 if (tmp->stats.exp > 0) 991 if (tmp->stats.exp > 0)
1084 { 992 {
1085 added_speed += tmp->stats.exp / 3.f; 993 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f; 994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 995 }
1088 else 996 else
1089 added_speed += tmp->stats.exp; 997 added_speed += tmp->stats.exp;
1090 } 998 }
1091 999
1092 switch (tmp->type) 1000 switch (tmp->type)
1093 { 1001 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1094 /* skills modifying the character -b.t. */ 1011 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1012 /* for all skills and skill granting objects */
1096 case SKILL: 1013 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1098 break; 1016 break;
1099 1017
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill) 1018 if (chosen_skill)
1019 {
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1105 1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1026 }
1027 else
1106 chosen_skill = tmp; 1028 chosen_skill = tmp;
1107 1029
1108 if (tmp->stats.dam > 0) 1030 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1031 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = WEAPON_SPEED (tmp); 1033 weapon_speed = WEAPON_SPEED (tmp);
1112 1034
1113 if (weapon_speed < 0) 1035 if (weapon_speed < 0)
1114 weapon_speed = 0; 1036 weapon_speed = 0;
1115 1037
1116 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1118 1040
1119 if (tmp->magic) 1041 if (tmp->magic)
1120 stats.dam += tmp->magic; 1042 stats.dam += tmp->magic;
1121 } 1043 }
1122 1044
1123 if (tmp->stats.wc) 1045 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1046 wc -= tmp->stats.wc + tmp->magic;
1125 1047
1126 if (tmp->slaying != NULL) 1048 if (tmp->slaying)
1127 slaying = tmp->slaying; 1049 slaying = tmp->slaying;
1128 1050
1129 if (tmp->stats.ac) 1051 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1052 ac -= tmp->stats.ac + tmp->magic;
1131 1053
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break; 1056 }
1139 1057
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1058 break;
1149 1059
1150 case SHIELD: 1060 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1062 contr->encumbrance += (int) tmp->weight / 2000;
1168 1078
1169 break; 1079 break;
1170 1080
1171 case BOW: 1081 case BOW:
1172 case WEAPON: 1082 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1173 wc -= tmp->stats.wc + tmp->magic; 1085 wc -= tmp->stats.wc + tmp->magic;
1174 1086
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1177 1089
1178 stats.dam += tmp->stats.dam + tmp->magic; 1090 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1091 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1093
1182 if (weapon_speed < 0) 1094 if (weapon_speed < 0)
1183 weapon_speed = 0; 1095 weapon_speed = 0;
1184 1096
1185 slaying = tmp->slaying; 1097 slaying = tmp->slaying;
1186 1098
1187 /* If there is desire that two handed weapons should do 1099 /* If there is desire that two handed weapons should do
1188 * extra strength damage, this is where the code should 1100 * extra strength damage, this is where the code should
1189 * go. 1101 * go.
1190 */ 1102 */
1191 1103
1192 current_weapon = tmp; 1104 if (type == PLAYER)
1193 if (type == PLAYER && settings.spell_encumbrance) 1105 if (settings.spell_encumbrance)
1194 contr->encumbrance += tmp->weight * 3 / 1000; 1106 contr->encumbrance += tmp->weight * 3 / 1000;
1107 }
1195 1108
1196 break; 1109 break;
1197 1110
1198 case ARMOUR: /* Only the best of these three are used: */ 1111 case ARMOUR: /* Only the best of these three are used: */
1199 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1112 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1222 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1223 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1224 } 1137 }
1225 1138
1226 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1227 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1228 1141
1229 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1230 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1231 1144
1232 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1145 if (ARMOUR_SPEED (tmp))
1233 max = ARMOUR_SPEED (tmp) / 10.f; 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1234 1147
1235 break; 1148 break;
1236 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1237 } /* item is equipped */ 1150 } /* item is equipped */
1238 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1239 1154
1240 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1241 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1242 */ 1157 */
1243 1158
1245 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1246 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1247 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1248 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1249 */ 1164 */
1250 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1251 { 1166 {
1252 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1253 1168
1254 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1255 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1256 } 1171 }
1257 1172
1258 /* Figure out the players sp/mana/hp totals. */
1259 if (type == PLAYER) 1173 if (type == PLAYER)
1260 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1261 int pl_level; 1182 int pl_level;
1262 1183
1263 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1264 pl_level = level; 1185 pl_level = level;
1265 1186
1267 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1268 1189
1269 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1270 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1271 */ 1192 */
1272 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1273 { 1195 {
1274 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1275 1197
1276 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1277 {
1278 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1279 j++; 1200 j++;
1280 else 1201 else
1281 j--; 1202 j--;
1282 }
1283 1203
1284 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1285 } 1205 }
1286 1206
1287 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1288 stats.maxhp += 2;
1289 1208
1290 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1291 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1292 1211
1293 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1306 1225
1307 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1308 stats.maxsp = 1; 1227 stats.maxsp = 1;
1309 else 1228 else
1310 { 1229 {
1311 sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1312 1231
1313 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1314 { 1233 {
1315 float stmp; 1234 float stmp;
1316 1235
1317 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1318 if (i < 2) 1237 if (i < 2)
1319 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1320 else 1239 else
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1322 1241
1323 if (stmp < 1.f)
1324 stmp = 1.f;
1325
1326 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1327 } 1243 }
1328 1244
1329 stats.maxsp = (sint16)sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1330
1331 for (i = 11; i <= mana_obj->level; i++)
1332 stats.maxsp += 2;
1333 } 1246 }
1247
1334 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1335 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1336 stats.sp = stats.maxsp * 2;
1337 1250
1338 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1339 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1340 grace_obj = this; 1253 grace_obj = this;
1341 1254
1346 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1347 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1348 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1349 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1350 */ 1263 */
1351 sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1352 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1353 { 1267 {
1354 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1355 1269
1356 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1357 if (i < 2) 1271 if (i < 2)
1358 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1359 else 1273 else
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1275
1362 if (grace_tmp < 1.f)
1363 grace_tmp = 1.f;
1364
1365 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1366 } 1277 }
1367 1278
1368 stats.maxgrace = (sint16)sp_tmp;
1369
1370 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1371 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1372 stats.maxgrace += 2;
1373 } 1281 }
1282
1374 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1375 1284
1376 if (contr->braced) 1285 if (contr->braced)
1377 { 1286 {
1378 ac += 2; 1287 ac += 2;
1390 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1391 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1392 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1393 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1394 */ 1303 */
1304 object *wc_obj = chosen_skill;
1395 1305
1396 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1397 { 1307 {
1398 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399 1309
1400 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1401 { 1311 {
1402 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1403 if (!(i % 6)) 1313 if (!(i % 6))
1404 wc--; 1314 wc--;
1405 1315
1406 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1408 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1409 } 1319 }
1410 } 1320 }
1411 else 1321 else
1418 1328
1419 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1420 1330
1421 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1332 speed -= 1;
1423
1424 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype;
1426
1427 } /* End if player */ 1333 } /* End if player */
1428 1334
1429 if (added_speed >= 0) 1335 if (added_speed >= 0)
1430 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1432 speed /= 1.f - added_speed; 1338 speed /= 1.f - added_speed;
1433 1339
1434 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1435 if (speed > max) 1341 speed = min (speed, max_speed);
1436 speed = max;
1437 1342
1438 if (type == PLAYER) 1343 if (type == PLAYER)
1439 { 1344 {
1440 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1441 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1442 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1444 */ 1349 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0) 1351 if (f > 0.f)
1447 speed = speed / (1.f + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 } 1353 }
1449 1354
1450 speed += bonus_speed / 10.f; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1451 1357
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1454 */ 1360 */
1455 speed = speed * speed_reduce_from_disease;
1456
1457 if (speed < 0.01f && type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1458 speed = 0.01f; 1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1459 1366
1460 if (type == PLAYER) 1367 if (type == PLAYER)
1461 { 1368 {
1462 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1463 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1465 * that would just be a real pain to read. 1372 * that would just be a real pain to read.
1466 */ 1373 */
1467 float M = (max_carry[stats.Str] - 121) / 121.f; 1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1468 float M2 = max_carry[stats.Str] / 100.f; 1375 float M2 = max_carry[stats.Str] / 100.f;
1469 float W = weapon_weight / 20000.f; 1376 float W = weapon_weight / 20000.f;
1470 float s = 2 - weapon_speed / 10.f; 1377 float s = (20 - weapon_speed) / 10.f;
1471 float D = (stats.Dex - 14) / 14.f; 1378 float D = (stats.Dex - 14) / 14.f;
1472 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1473 1380
1474 K *= (4 + level) *1.2f / (6 + level); 1381 K *= (4 + level) * 1.2f / (6 + level);
1475 1382
1476 if (K <= 0.f) 1383 if (K <= 0.01f)
1477 K = 0.01f; 1384 K = 0.01f;
1478 1385
1479 float S = speed / (K * s); 1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1480
1481 contr->weapon_sp = S;
1482 } 1387 }
1483 1388
1484 /* I want to limit the power of small monsters with big weapons: */ 1389 /* I want to limit the power of small monsters with big weapons: */
1485 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1486 stats.dam = arch->clone.stats.dam * 3; 1391 stats.dam = arch->stats.dam * 3;
1487 1392
1488 /* Prevent overflows of wc - best you can get is ABS(120) - this 1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1489 * should be more than enough - remember, AC is also in 8 bits, 1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1490 * so its value is the same.
1491 */
1492 if (wc > 120)
1493 wc = 120;
1494 else if (wc < -120)
1495 wc = -120;
1496
1497 stats.wc = wc;
1498
1499 if (ac > 120)
1500 ac = 120;
1501 else if (ac < -120)
1502 ac = -120;
1503
1504 stats.ac = ac;
1505 1395
1506 /* if for some reason the creature doesn't have any move type, 1396 /* if for some reason the creature doesn't have any move type,
1507 * give them walking as a default. 1397 * give them walking as a default.
1508 * The second case is a special case - to more closely mimic the 1398 * The second case is a special case - to more closely mimic the
1509 * old behaviour - if your flying, your not walking - just 1399 * old behaviour - if your flying, your not walking - just
1512 if (move_type == 0) 1402 if (move_type == 0)
1513 move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1514 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1515 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1516 1406
1517 if (speed != old_speed)
1518 set_speed (speed);
1519
1520 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1521 * so we will check that now. 1408 * so we will check that now.
1522 */ 1409 */
1523 if (type == PLAYER) 1410 if (type == PLAYER)
1524 { 1411 {
1527 } 1414 }
1528 1415
1529 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1530 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1531 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1532} 1435}
1533 1436
1534/* 1437/*
1535 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1536 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1552 1455
1553/* 1456/*
1554 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1555 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1556 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1557 *
1558 * Note that the title is written to 'own_title' in the
1559 * player struct. This should be changed to 'ext_title'
1560 * as soon as clients support this!
1561 * Please, anyone, write support for 'ext_title'.
1562 */ 1460 */
1563void 1461void
1564set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1565{ 1463{
1566 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1584 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1585 or else at random */ 1483 or else at random */
1586 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1587 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1588 1486
1589 level = (int) (level / 5.);
1590
1591 /* now set the new title */ 1487 /* now set the new title */
1592 if (pl->contr != NULL)
1593 {
1594 if (level == 0)
1595 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1596 else if (level == 1)
1597 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1598 else if (level == 2)
1599 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1600 else if (level == 3)
1601 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1602 else 1492 else
1603 { 1493 {
1604 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1605 if (skin->resist[atnr] > 80)
1606 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1607 else if (skin->resist[atnr] > 50)
1608 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1609 else
1610 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1611 }
1612 } 1498 }
1613 1499
1614 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1615} 1501}
1616 1502
1617/* 1503/*
1618 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1619 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1620 * or change the ability-focus. 1506 * or change the ability-focus.
1621 */ 1507 */
1622void 1508static void
1623dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1624{ 1510{
1625 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1626 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1627 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1628 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1629 1515
1630 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1631 shstr_cmp dragon_ability_force ("dragon_ability_force");
1632 shstr_cmp dragon_skin_force ("dragon_skin_force");
1633
1634 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1635 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1636 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1637 abil = tmp; 1520 abil = tmp;
1638 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1639 skin = tmp; 1522 skin = tmp;
1640 1523
1641 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1642 if (abil == NULL) 1525 if (abil == NULL)
1643 return; 1526 return;
1686 object *skill_obj; 1569 object *skill_obj;
1687 1570
1688 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1689 if (!skill_obj) 1572 if (!skill_obj)
1690 { 1573 {
1691 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1692 return NULL; 1575 return NULL;
1693 } 1576 }
1577
1694 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1695 * still doesn't know it. 1579 * still doesn't know it.
1696 */ 1580 */
1697 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1698 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1699 skill_obj->level = 1; 1583 skill_obj->level = 1;
1700 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1701 1585
1702 if (op->contr) 1586 if (player *pl = op->contr)
1703 { 1587 pl->link_skills ();
1704 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1705 if (op->contr->ns)
1706 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1707 }
1708 1588
1709 return skill_obj; 1589 return skill_obj;
1710} 1590}
1711
1712 1591
1713/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1714 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1715 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1716 * don't really gain levels 1595 * don't really gain levels
1719 */ 1598 */
1720void 1599void
1721player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1722{ 1601{
1723 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1724 1604
1725 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1726 op = who; 1606 op = who;
1727 1607
1728 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1729 { 1609 {
1610 changed = true;
1611
1730 op->level++; 1612 op->level++;
1731 1613
1732 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1733 dragon_level_gain (who); 1615 dragon_level_gain (who);
1734 1616
1735 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1736 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1737 { 1619 {
1738 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1739 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1740 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1741 } 1623 }
1742 1624
1743 who->update_stats ();
1744 if (op->level > 1) 1625 if (op->level > 1)
1745 { 1626 {
1746 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1747 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1748 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1749 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1750 if (who) 1638 if (who)
1751 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1752 } 1640 }
1753 player_lvl_adj (who, op); /* To increase more levels */
1754 } 1641 }
1642
1755 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1756 { 1644 {
1645 changed = true;
1646
1757 op->level--; 1647 op->level--;
1758 who->update_stats (); 1648
1759 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1760 { 1650 {
1761 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1762 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1763 } 1653 }
1764 player_lvl_adj (who, op); /* To decrease more levels */ 1654 }
1655
1656 if (changed)
1765 } 1657 {
1766 1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1767 /* check if the spell data has changed */ 1660 /* check if the spell data has changed */
1768 esrv_update_stats (who->contr);
1769 esrv_update_spells (who->contr); 1661 esrv_update_spells (who->contr);
1662 }
1770} 1663}
1771 1664
1772/* 1665/*
1773 * Returns how much experience is needed for a player to become 1666 * Returns how much experience is needed for a player to become
1774 * the given level. level should really never exceed max_level 1667 * the given level. level should really never exceed max_level
1818 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1819 */ 1712 */
1820static void 1713static void
1821add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1822{ 1715{
1823 object *skill_obj = NULL; 1716 object *skill_obj;
1824 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1825 int i; 1718 int i;
1826 1719
1827 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1828 if (op->contr->braced) 1721 if (op->contr->braced)
1829 exp = exp / 5; 1722 exp /= 5;
1830 1723
1831 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1832 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1833 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1834 * the players inventory. 1727 * the players inventory.
1835 */ 1728 */
1729 skill_obj = 0;
1730
1836 if (skill_name) 1731 if (skill_name)
1837 { 1732 {
1838 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1839 skill_obj = op->chosen_skill;
1840 else
1841 {
1842 for (i = 0; i < NUM_SKILLS; i++)
1843 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1844 {
1845 skill_obj = op->contr->last_skill_ob[i];
1846 break;
1847 }
1848 1734
1849 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1850 * it to the player if necessary 1736 * it to the player if necessary
1851 */ 1737 */
1852 if (!skill_obj) 1738 if (!skill_obj)
1853 { 1739 {
1854 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1855 return; 1741 return;
1742
1856 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1857 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1858 }
1859 } 1745 }
1860 } 1746 }
1861 1747
1862 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1863 { 1749 {
1896 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1897 } 1783 }
1898} 1784}
1899 1785
1900/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1901 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1902 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1903 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1904 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1905 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1906 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1907 */ 1793 */
1908sint64 1794static sint64
1909check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1910{ 1796{
1911 sint64 del_exp; 1797 sint64 del_exp;
1912 1798
1913 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1914 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1915 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1916 { 1803 {
1917 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1918 if (del_exp < 0) 1806 if (del_exp < 0)
1919 del_exp = 0; 1807 del_exp = 0;
1808
1920 if (exp > del_exp) 1809 if (exp > del_exp)
1921 exp = del_exp; 1810 exp = del_exp;
1922 } 1811 }
1812
1923 return exp; 1813 return exp;
1924} 1814}
1925 1815
1926sint64 1816sint64
1927check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1928{ 1818{
1929 if (exp < 0) 1819 if (exp < 0)
1930 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1931 else 1821 else
1932 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1933} 1823}
1934
1935 1824
1936/* Subtracts experience from player. 1825/* Subtracts experience from player.
1937 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1938 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1939 * this subtracts a portion from all 1828 * this subtracts a portion from all
1953 sint64 del_exp; 1842 sint64 del_exp;
1954 1843
1955 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1956 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1957 { 1846 {
1958 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1959 { 1848 {
1960 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1961 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1962 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1963 } 1852 }
2051 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
2052 */ 1941 */
2053void 1942void
2054apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
2055{ 1944{
2056 object *tmp;
2057 sint64 loss; 1945 sint64 loss;
2058 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2059 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2060 1948
2061 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2062 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
2063 { 1951 {
2064
2065 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2067 1954
2068 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
2069 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
2071 * tables is a lot harder. 1958 * tables is a lot harder.
2072 */ 1959 */
2073 if (level_loss < 0) 1960 if (level_loss < 0)
2074 level_loss = 0; 1961 level_loss = 0;
2075 1962
2076 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2077 1964
2078 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
2079 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2080 } 1967 }
2081 1968
2082 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2083 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971
2084 if (level_loss < 0) 1972 if (level_loss < 0)
2085 level_loss = 0; 1973 level_loss = 0;
1974
2086 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2087 1976
2088 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
2089 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
2090} 1979}
2091 1980

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