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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_living_c = 3 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 34 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 35 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 36 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 37#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 38
38static const int con_bonus[MAX_STAT + 1]={ 39static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 40 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 41 22, 25, 30, 40, 50
41}; 42};
42 43
43/* changed the name of this to "sp_bonus" from "int_bonus" 44/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 45 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 46 * advancement. -b.t.
46 */ 47 */
47static const int sp_bonus[MAX_STAT + 1]={ 48static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 50 30, 40, 50, 70, 100
50}; 51};
51 52
52static const int grace_bonus[MAX_STAT +1] = { 53static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 54 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 55 30, 40, 50, 70, 100
55}; 56};
56 57
57/* 0.92.7 Changed way charisma works. Values now 58/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 59 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 60 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 70 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 71 * it is 1-diff
71 */ 72 */
72 73
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 74const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 75 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 76 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 77 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 78 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 79 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 80 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 81};
81 82
82const int dex_bonus[MAX_STAT + 1]={ 83const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 84 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 85};
85 86
86/* speed_bonus uses dex as its stat */ 87/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 88const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 89 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 90 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 91 1.6, 1.8, 2.0, 2.5, 3.0
91}; 92};
92 93
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 94/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 95 * strength.
95 */ 96 */
96const int dam_bonus[MAX_STAT + 1]={ 97const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 98 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 99};
99 100
100const int thaco_bonus[MAX_STAT + 1]={ 101const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 102 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 103};
103 104
104/* Max you can carry before you start getting extra speed penalties */ 105/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 106const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 107 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 108 301, 326, 352, 400, 450, 500, 600, 1000
108}; 109};
109 110
110/* weight_limit - the absolute most a character can carry - a character can't 111/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 112 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 113 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 114 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 115 * before, you need to start someplace.
115 */ 116 */
116 117
117const uint32 weight_limit[MAX_STAT+ 1] = { 118const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 119 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 120 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 121 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 122 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 123 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 124 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 125 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 126};
126 127
127const int learn_spell[MAX_STAT + 1]={ 128const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 129 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 130 100, 100, 100, 100, 100, 100
130}; 131};
131 132
132const int cleric_chance[MAX_STAT + 1]={ 133const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 134 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 135};
135 136
136const int turn_bonus[MAX_STAT + 1]={ 137const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 138 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 139};
139 140
140const int fear_bonus[MAX_STAT + 1]={ 141const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 142 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 143};
143 144
144/* 145/*
145 Since this is nowhere defined ... 146 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 147 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 162 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 163 * if more levels are desired, this should be fixed.
163 * -b.t. 164 * -b.t.
164 */ 165 */
165 166
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 168
168#ifndef WIN32 169#ifndef WIN32
169extern uint64 *levels; 170extern uint64 *levels;
170#else 171#else
171extern sint64 *levels; 172extern sint64 *levels;
172#endif 173#endif
173 174
174#define MAX_SAVE_LEVEL 110 175#define MAX_SAVE_LEVEL 110
176
175/* This no longer needs to be changed anytime the number of 177/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 178 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 179 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 180 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 181 * and instead did_make_save should be used instead.
180 */ 182 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 183static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 184 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 185 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 186 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 187 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 188 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 189 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 190 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 191};
190 192
191const char *const attacks[NROFATTACKS] = { 193const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 194 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 195 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 196 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 197 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 198 "life stealing"
197}; 199};
198 200
199static const char *const drain_msg[NUM_STATS] = { 201static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 202 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 203 "You're feeling clumsy!",
202 "You feel less healthy", 204 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 205 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 206 "Your face gets distorted!",
205 "Watch out, your mind is going!", 207 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 208 "Your spirit feels drained!"
207}; 209};
208const char *const restore_msg[NUM_STATS] = { 210const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 211 "You feel your strength return.",
210 "You feel your agility return.", 212 "You feel your agility return.",
211 "You feel your health return.", 213 "You feel your health return.",
212 "You feel your wisdom return.", 214 "You feel your wisdom return.",
213 "You feel your charisma return.", 215 "You feel your charisma return.",
214 "You feel your memory return.", 216 "You feel your memory return.",
215 "You feel your spirits return." 217 "You feel your spirits return."
216}; 218};
217const char *const gain_msg[NUM_STATS] = { 219const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 220 "You feel stronger.",
219 "You feel more agile.", 221 "You feel more agile.",
220 "You feel healthy.", 222 "You feel healthy.",
221 "You feel wiser.", 223 "You feel wiser.",
222 "You seem to look better.", 224 "You seem to look better.",
223 "You feel smarter.", 225 "You feel smarter.",
224 "You feel more potent." 226 "You feel more potent."
225}; 227};
226const char *const lose_msg[NUM_STATS] = { 228const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 229 "You feel weaker!",
228 "You feel clumsy!", 230 "You feel clumsy!",
229 "You feel less healthy!", 231 "You feel less healthy!",
230 "You lose some of your memory!", 232 "You lose some of your memory!",
231 "You look ugly!", 233 "You look ugly!",
232 "You feel stupid!", 234 "You feel stupid!",
233 "You feel less potent!" 235 "You feel less potent!"
234}; 236};
235 237
236const char *const statname[NUM_STATS] = { 238const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 240};
239 241
240const char *const short_stat_name[NUM_STATS] = { 242const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 244};
243 245
244/* 246/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 248 * what attr is (STR to POW).
247 */ 249 */
248 250
249void 251void
250set_attr_value(living *stats,int attr,sint8 value) { 252set_attr_value (living * stats, int attr, sint8 value)
253{
251 switch(attr) { 254 switch (attr)
255 {
252 case STR: 256 case STR:
253 stats->Str=value; 257 stats->Str = value;
254 break; 258 break;
255 case DEX: 259 case DEX:
256 stats->Dex=value; 260 stats->Dex = value;
257 break; 261 break;
258 case CON: 262 case CON:
259 stats->Con=value; 263 stats->Con = value;
260 break; 264 break;
261 case WIS: 265 case WIS:
262 stats->Wis=value; 266 stats->Wis = value;
263 break; 267 break;
264 case POW: 268 case POW:
265 stats->Pow=value; 269 stats->Pow = value;
266 break; 270 break;
267 case CHA: 271 case CHA:
268 stats->Cha=value; 272 stats->Cha = value;
269 break; 273 break;
270 case INT: 274 case INT:
271 stats->Int=value; 275 stats->Int = value;
272 break; 276 break;
273 } 277 }
274} 278}
275 279
276/* 280/*
277 * Like set_attr_value(), but instead the value (which can be negative) 281 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 282 * is added to the specified stat.
279 */ 283 */
280 284
281void 285void
282change_attr_value(living *stats,int attr,sint8 value) { 286change_attr_value (living * stats, int attr, sint8 value)
287{
283 if (value==0) return; 288 if (value == 0)
289 return;
284 switch(attr) { 290 switch (attr)
291 {
285 case STR: 292 case STR:
286 stats->Str+=value; 293 stats->Str += value;
287 break; 294 break;
288 case DEX: 295 case DEX:
289 stats->Dex+=value; 296 stats->Dex += value;
290 break; 297 break;
291 case CON: 298 case CON:
292 stats->Con+=value; 299 stats->Con += value;
293 break; 300 break;
294 case WIS: 301 case WIS:
295 stats->Wis+=value; 302 stats->Wis += value;
296 break; 303 break;
297 case POW: 304 case POW:
298 stats->Pow+=value; 305 stats->Pow += value;
299 break; 306 break;
300 case CHA: 307 case CHA:
301 stats->Cha+=value; 308 stats->Cha += value;
302 break; 309 break;
303 case INT: 310 case INT:
304 stats->Int+=value; 311 stats->Int += value;
305 break; 312 break;
306 default: 313 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 315 }
309} 316}
310 317
311/* 318/*
312 * returns the specified stat. See also set_attr_value(). 319 * returns the specified stat. See also set_attr_value().
313 */ 320 */
314 321
315sint8 322sint8
316get_attr_value(const living *stats,int attr) { 323get_attr_value (const living * stats, int attr)
324{
317 switch(attr) { 325 switch (attr)
326 {
318 case STR: 327 case STR:
319 return(stats->Str); 328 return (stats->Str);
320 case DEX: 329 case DEX:
321 return(stats->Dex); 330 return (stats->Dex);
322 case CON: 331 case CON:
323 return(stats->Con); 332 return (stats->Con);
324 case WIS: 333 case WIS:
325 return(stats->Wis); 334 return (stats->Wis);
326 case CHA: 335 case CHA:
327 return(stats->Cha); 336 return (stats->Cha);
328 case INT: 337 case INT:
329 return(stats->Int); 338 return (stats->Int);
330 case POW: 339 case POW:
331 return(stats->Pow); 340 return (stats->Pow);
332 } 341 }
333 return 0; 342 return 0;
334} 343}
335 344
336/* 345/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 347 * 1-30 stat limit.
339 */ 348 */
340 349
350void
341void check_stat_bounds(living *stats) { 351check_stat_bounds (living * stats)
352{
342 int i,v; 353 int i, v;
354
343 for(i=0;i<NUM_STATS;i++) 355 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 356 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 357 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 358 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 359 set_attr_value (stats, i, MIN_STAT);
348} 360}
349 361
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 363
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 367 */
356#define DIFF_MSG(flag, msg1, msg2) \ 368#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 370
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 371/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372
360/* flag is set to 1 if we are applying the object, -1 if we are removing 373/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 374 * the object.
362 * It is the calling functions responsibilty to check to see if the object 375 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 376 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 377 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 379 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 380 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 381 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 382 * that gives them that ability.
370 */ 383 */
384int
371int change_abil(object *op, object *tmp) { 385change_abil (object *op, object *tmp)
386{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 388 char message[MAX_BUF];
375 int potion_max=0; 389 int potion_max = 0;
376 390
377 /* remember what object was like before it was changed. note that 391 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 392 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 393 * found by fix_player. refop is not a real object
380 */ 394 */
381 memcpy(&refop, op, sizeof(object)); 395 object_pod refop = *op;
382 396
383 if(op->type==PLAYER) { 397 if (op->type == PLAYER)
398 {
384 if (tmp->type==POTION) { 399 if (tmp->type == POTION)
400 {
385 potion_max=1; 401 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 402 for (j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 403 {
404 int nstat, ostat;
388 405
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 406 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 407 i = get_attr_value (&(tmp->stats), j);
391 408
392 /* nstat is what the stat will be after use of the potion */ 409 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 410 nstat = flag * i + ostat;
394 411
395 /* Do some bounds checking. While I don't think any 412 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 413 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 414 * that adjust that stat by more than one point, so we need
398 * to allow for that. 415 * to allow for that.
399 */ 416 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 417 if (nstat < 1 && i * flag < 0)
418 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
420 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 422 }
404 if (nstat != ostat) { 423 if (nstat != ostat)
424 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 425 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 426 potion_max = 0;
407 } 427 }
408 else if (i) { 428 else if (i)
429 {
409 /* potion is useless - player has already hit the natural maximum */ 430 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 431 potion_max = 1;
411 } 432 }
412 } 433 }
413 /* This section of code ups the characters normal stats also. I am not 434 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 435 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 436 * recalculates this anyway.
416 */ 437 */
417 for(j=0;j<NUM_STATS;j++) 438 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 440 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 441 } /* end of potion handling code */
421 } 442 }
422 443
423 /* reset attributes that fix_player doesn't reset since it doesn't search 444 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 445 * everything to set
425 */ 446 */
426 if(flag == -1) { 447 if (flag == -1)
448 {
427 op->attacktype&=~tmp->attacktype; 449 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 450 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 451 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 452 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 453 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 454 * and not the other move_ fields.
433 */ 455 */
434 op->move_type &= ~tmp->move_type; 456 op->move_type &= ~tmp->move_type;
435 } 457 }
436 458
437 /* call fix_player since op object could have whatever attribute due 459 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 460 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 461 * change_ability then might as well call it from here
440 */ 462 */
441 fix_player(op); 463 fix_player (op);
442 464
443 /* Fix player won't add the bows ability to the player, so don't 465 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 466 * print out message if this is a bow.
445 */ 467 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 469 {
470 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 479 {
480 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 484 {
485 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 }
466 /* movement type has changed. We don't care about cases where 488 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 489 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 490 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 491 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 492 * from fly high)
471 */ 493 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 494 if (tmp->move_type && op->move_type != refop.move_type)
473 success=1; 495 {
496 success = 1;
474 497
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 498 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 499 * status doesn't make a difference if you are flying high
477 */ 500 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 501 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 503 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 504 }
481 505
482 if (tmp->move_type & MOVE_FLY_HIGH) { 506 if (tmp->move_type & MOVE_FLY_HIGH)
507 {
483 /* double conditional - second case covers if you have move_fly_low - 508 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 509 * in that case, you don't actually land
485 */ 510 */
486 DIFF_MSG(flag, "You soar into the air air!.", 511 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 513 }
489 }
490 if (tmp->move_type & MOVE_SWIM) 514 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 516
493 /* Changing move status may mean you are affected by things you weren't before */ 517 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 518 check_move_on (op, op);
495 } 519 }
496 520
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 521 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 522 * originally undead may change their status
499 */ 523 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 {
502 success=1; 527 success = 1;
503 if(flag>0) { 528 if (flag > 0)
504 if(op->race) free_string(op->race); 529 {
505 op->race=add_string("undead"); 530 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 532 }
508 if(op->race) free_string(op->race); 533 else
509 if(op->arch->clone.race) 534 {
510 op->race=add_string(op->arch->clone.race); 535 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 }
514 } 538 }
515 }
516 539
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 541 {
542 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 544 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 546 {
547 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 548 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 549 }
525 /* blinded you can tell if more blinded since blinded player has minimal 550 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 551 * vision
527 */ 552 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 553 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 554 {
530 if(flag>0) { 555 success = 1;
556 if (flag > 0)
557 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 558 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 560 else
561 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 563 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 564 if (op->type == PLAYER)
537 op->contr->do_los=1; 565 op->contr->do_los = 1;
566 }
567 }
568 else
569 {
570 if (QUERY_FLAG (op, FLAG_WIZ))
571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572 else
573 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND);
576 if (op->type == PLAYER)
577 op->contr->do_los = 1;
578 }
579 }
538 } 580 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 581
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 583 {
584 success = 1;
553 if(op->type==PLAYER) 585 if (op->type == PLAYER)
554 op->contr->do_los=1; 586 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 588 }
557 589
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 591 {
560 if(flag>0) { 592 success = 1;
593 if (flag > 0)
594 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 595 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 597 else
598 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 600 if (op->type == PLAYER)
566 op->contr->do_los=1; 601 op->contr->do_los = 1;
602 }
603 }
604 else
605 {
606 if (QUERY_FLAG (op, FLAG_WIZ))
607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608 else
609 {
610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611 if (op->type == PLAYER)
612 op->contr->do_los = 1;
613 }
614 }
567 } 615 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 616
579 if(tmp->stats.luck) { 617 if (tmp->stats.luck)
580 success=1; 618 {
619 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 620 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 621 }
583 622
584 if(tmp->stats.hp && op->type==PLAYER) { 623 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
627 }
589 628
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 629 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
633 }
595 634
596 /* for the future when artifacts set this -b.t. */ 635 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 636 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
640 }
602 641
603 if(tmp->stats.food && op->type==PLAYER) { 642 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 643 {
644 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 }
608 647
609 /* Messages for changed resistance */ 648 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 649 for (i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 650 {
613 if (op->resist[i] != refop.resist[i]) { 651 if (i == ATNR_PHYSICAL)
614 success=1; 652 continue; /* Don't display about armour */
653
615 if (op->resist[i] > refop.resist[i]) 654 if (op->resist[i] != refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621 655 {
656 success = 1;
657 if (op->resist[i] > refop.resist[i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
659 else
660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
661
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 663 }
624 } 664 }
625 665
626 if(tmp->type!=EXPERIENCE && !potion_max) { 666 if (tmp->type != EXPERIENCE && !potion_max)
667 {
627 for (j=0; j<NUM_STATS; j++) { 668 for (j = 0; j < NUM_STATS; j++)
669 {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) { 670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
629 success=1; 671 {
672 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 }
675 }
631 } 676 }
632 }
633 }
634 return success; 677 return success;
635} 678}
636 679
637/* 680/*
638 * Stat draining by Vick 930307 681 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 682 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 683 */
641 684
685void
642void drain_stat(object *op) { 686drain_stat (object *op)
687{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 688 drain_specific_stat (op, RANDOM () % NUM_STATS);
644} 689}
645 690
691void
646void drain_specific_stat(object *op, int deplete_stats) { 692drain_specific_stat (object *op, int deplete_stats)
693{
647 object *tmp; 694 object *tmp;
648 archetype *at; 695 archetype *at;
649 696
650 at = find_archetype(ARCH_DEPLETION); 697 at = find_archetype (ARCH_DEPLETION);
651 if (!at) { 698 if (!at)
699 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 700 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 701 return;
702 }
654 } else { 703 else
704 {
655 tmp = present_arch_in_ob(at, op); 705 tmp = present_arch_in_ob (at, op);
656 if (!tmp) { 706 if (!tmp)
707 {
657 tmp = arch_to_object(at); 708 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 709 tmp = insert_ob_in_ob (tmp, op);
659 SET_FLAG(tmp,FLAG_APPLIED); 710 SET_FLAG (tmp, FLAG_APPLIED);
660 } 711 }
661 } 712 }
662 713
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 715 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 716 fix_player (op);
666} 717}
667 718
668/* 719/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 720 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 721 * via an applied bad_luck object.
671 */ 722 */
672 723
724void
673void change_luck(object *op, int value) { 725change_luck (object *op, int value)
726{
674 object *tmp; 727 object *tmp;
675 archetype *at; 728 archetype *at;
676 int new_luck; 729 int new_luck;
677 730
678 at = find_archetype("luck"); 731 at = find_archetype ("luck");
679 if (!at) 732 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 733 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 734 else
735 {
682 tmp = present_arch_in_ob(at, op); 736 tmp = present_arch_in_ob (at, op);
683 if (!tmp) { 737 if (!tmp)
738 {
739 if (!value)
740 return;
741 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op);
743 SET_FLAG (tmp, FLAG_APPLIED);
744 }
684 if (!value) 745 if (value)
685 return; 746 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 747 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 748 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 749 * in op itself).
694 */ 750 */
695 new_luck = tmp->stats.luck+value; 751 new_luck = tmp->stats.luck + value;
696 if (new_luck >= -100 && new_luck <= 100) { 752 if (new_luck >= -100 && new_luck <= 100)
753 {
697 op->stats.luck+=value; 754 op->stats.luck += value;
698 tmp->stats.luck = new_luck; 755 tmp->stats.luck = new_luck;
756 }
699 } 757 }
700 } else { 758 else
759 {
701 if (!tmp->stats.luck) { 760 if (!tmp->stats.luck)
761 {
702 return; 762 return;
703 } 763 }
704 /* Randomly change the players luck. Basically, we move it 764 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 765 * back neutral (if greater>0, subtract, otherwise add)
706 */ 766 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
768 {
708 int diff = tmp->stats.luck>0?-1:1; 769 int diff = tmp->stats.luck > 0 ? -1 : 1;
770
709 op->stats.luck += diff; 771 op->stats.luck += diff;
710 tmp->stats.luck += diff; 772 tmp->stats.luck += diff;
773 }
711 } 774 }
712 }
713 } 775 }
714} 776}
715 777
716/* 778/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 779 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 780 */
719 781
782void
720void remove_statbonus(object *op) { 783remove_statbonus (object *op)
784{
721 op->stats.Str -= op->arch->clone.stats.Str; 785 op->stats.Str -= op->arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 786 op->stats.Dex -= op->arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 787 op->stats.Con -= op->arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 788 op->stats.Wis -= op->arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 789 op->stats.Pow -= op->arch->clone.stats.Pow;
736 800
737/* 801/*
738 * Adds stat-bonuses given by the class which the player has chosen. 802 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 803 */
740 804
805void
741void add_statbonus(object *op) { 806add_statbonus (object *op)
807{
742 op->stats.Str += op->arch->clone.stats.Str; 808 op->stats.Str += op->arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 809 op->stats.Dex += op->arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 810 op->stats.Con += op->arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 811 op->stats.Wis += op->arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 812 op->stats.Pow += op->arch->clone.stats.Pow;
760 * of the given object. Note: This function works for both monsters 826 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 827 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 828 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 829 * and then adjusts them according to what the player has equipped.
764 */ 830 */
831
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 832/* July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 833 spell system split, grace points now added to system --peterm
767 */ 834 */
768 835
836void
769void fix_player(object *op) { 837fix_player (object *op)
838{
770 int i,j; 839 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 841 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
777 845
778 /* First task is to clear all the values back to their original values */ 846 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 847 if (op->type == PLAYER)
848 {
780 for(i=0;i<NUM_STATS;i++) { 849 for (i = 0; i < NUM_STATS; i++)
850 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
782 } 852 }
783 if (settings.spell_encumbrance == TRUE) 853 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 854 op->contr->encumbrance = 0;
785 855
786 op->attacktype=0; 856 op->attacktype = 0;
787 op->contr->digestion = 0; 857 op->contr->digestion = 0;
788 op->contr->gen_hp = 0; 858 op->contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 859 op->contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 860 op->contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 861 op->contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 862 op->contr->item_power = 0;
793 863
794 /* Don't clobber all the range_ values. range_golem otherwise 864 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset 865 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below 866 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 867 * well get filled in based on what the player has equipped.
798 */ 868 */
799 op->contr->ranges[range_bow] = NULL; 869 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL; 870 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL; 871 op->contr->ranges[range_skill] = NULL;
802 } 872 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
804 874
805 if(op->slaying!=NULL) { 875 op->slaying = 0;
806 free_string(op->slaying); 876
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 877 if (!QUERY_FLAG (op, FLAG_WIZ))
878 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 879 CLEAR_FLAG (op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 880 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
812 } 881 }
813 882
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 883 CLEAR_FLAG (op, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 884 CLEAR_FLAG (op, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 885 CLEAR_FLAG (op, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL); 887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD); 891 CLEAR_FLAG (op, FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
825 894
826 op->path_attuned=op->arch->clone.path_attuned; 895 op->path_attuned = op->arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 896 op->path_repelled = op->arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 897 op->path_denied = op->arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 898 op->glow_radius = op->arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 899 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL; 900 op->chosen_skill = NULL;
832 901
833 /* initializing resistances from the values in player/monster's 902 /* initializing resistances from the values in player/monster's
834 * archetype clone 903 * archetype clone
835 */ 904 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
837 906
838 for (i=0;i<NROFATTACKS;i++) { 907 for (i = 0; i < NROFATTACKS; i++)
908 {
839 if (op->resist[i] > 0) 909 if (op->resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 910 prot[i] = op->resist[i], vuln[i] = 0;
841 else 911 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 912 vuln[i] = -(op->resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 913 potion_resist[i] = 0;
844 } 914 }
845 915
846 wc=op->arch->clone.stats.wc; 916 wc = op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 917 op->stats.dam = op->arch->clone.stats.dam;
848 918
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 919 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 920 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 921 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 922 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 923 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 924 * that their protection from physical goes down
855 */ 925 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
927 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
859 } 930 }
860 else 931 else
861 ac=op->arch->clone.stats.ac; 932 ac = op->arch->clone.stats.ac;
862 933
863 op->stats.luck=op->arch->clone.stats.luck; 934 op->stats.luck = op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 935 op->speed = op->arch->clone.speed;
865 936
866 /* OK - we've reset most all the objects attributes to sane values. 937 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 938 * now go through and make adjustments for what the player has equipped.
868 */ 939 */
869 940
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
942 {
871 /* See note in map.c:update_position about making this additive 943 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 944 * since light sources are never applied, need to put check here.
873 */ 945 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
875 948
876 /* This happens because apply_potion calls change_abil with the potion 949 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 950 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function. 951 * then calls this function.
879 */ 952 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
881 continue; 955 continue;
882 } 956 }
883 957
884 /* For some things, we don't care what is equipped */ 958 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 959 if (tmp->type == SKILL)
960 {
886 /* Want to take the highest skill here. */ 961 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 962 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 963 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 964 if (!mana_obj)
890 } 965 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp;
968 }
891 if (IS_GRACE_SKILL(tmp->subtype)) { 969 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 970 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 971 if (!grace_obj)
894 } 972 grace_obj = tmp;
895 } 973 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp;
975 }
976 }
896 977
897 /* Container objects are not meant to adjust a players, but other applied 978 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 979 * objects need to make adjustments.
899 * This block should handle all player specific changes 980 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 981 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 982 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 983 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 984 * because the skill shouldn't count against body positions being used
904 * up, etc. 985 * up, etc.
905 */ 986 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 {
908 if(op->type==PLAYER) { 990 if (op->type == PLAYER)
909 if (tmp->type == BOW) 991 {
992 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 993 op->contr->ranges[range_bow] = tmp;
911 994
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 996 op->contr->ranges[range_misc] = tmp;
914 997
915 for(i=0;i<NUM_STATS;i++) 998 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
917 1000
918 /* these are the items that currently can change digestion, regeneration, 1001 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 1003 * list, but other items store other info into stats array.
921 */ 1004 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1011 {
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food; 1012 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 1013 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 1014 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 1015 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1016 op->contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1017 op->contr->item_power += tmp->item_power;
936 } 1018 }
937 } /* if this is a player */ 1019 } /* if this is a player */
938 1020
939 /* Update slots used for items */ 1021 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1022 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1025 op->body_used[i] += tmp->body_info[i];
943 } 1026 }
944 1027
945 if(tmp->type==SYMPTOM) { 1028 if (tmp->type == SYMPTOM)
1029 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1031 if (speed_reduce_from_disease == 0)
948 } 1032 speed_reduce_from_disease = 1;
1033 }
949 1034
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1036 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1037 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1038 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1039 */
955 if (tmp->type != POTION) { 1040 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 1041 {
1042 for (i = 0; i < NROFATTACKS; i++)
1043 {
957 /* Potential for cursed potions, in which case we just can use 1044 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1045 * a straight MAX, as potion_resist is initialized to zero.
959 */ 1046 */
960 if (tmp->type==POTION_EFFECT) { 1047 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 1048 {
1049 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1051 else
964 potion_resist[i] = tmp->resist[i]; 1052 potion_resist[i] = tmp->resist[i];
965 } 1053 }
966 else if (tmp->resist[i] > 0) 1054 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1056 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
970 } 1058 }
971 } 1059 }
972 1060
973 /* There may be other things that should not adjust the attacktype */ 1061 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1063 op->attacktype |= tmp->attacktype;
976 1064
977 op->path_attuned|=tmp->path_attuned; 1065 op->path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1066 op->path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1067 op->path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1068 op->stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1069 op->move_type |= tmp->move_type;
982 1070
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1072 SET_FLAG (op, FLAG_LIFESAVE);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1074 SET_FLAG (op, FLAG_REFL_SPELL);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1076 SET_FLAG (op, FLAG_REFL_MISSILE);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
990 1085
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1087 SET_FLAG (op, FLAG_UNDEAD);
993 1088
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1091 SET_FLAG (op, FLAG_MAKE_INVIS);
996 op->invisible=1; 1092 op->invisible = 1;
997 } 1093 }
998 1094
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1095 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 1096 {
1097 if (tmp->stats.exp > 0)
1098 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1099 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1003 } else 1101 }
1102 else
1004 added_speed+=(float)tmp->stats.exp; 1103 added_speed += (float) tmp->stats.exp;
1005 } 1104 }
1006 1105
1007 switch(tmp->type) { 1106 switch (tmp->type)
1107 {
1008 /* skills modifying the character -b.t. */ 1108 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1109 /* for all skills and skill granting objects */
1010 case SKILL: 1110 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1012 1113
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1014 1116
1015 if (op->chosen_skill) { 1117 if (op->chosen_skill)
1118 {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1017 } 1120 }
1018 op->chosen_skill = tmp; 1121 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1122 if (tmp->stats.dam > 0)
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1123 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1022 if(weapon_speed<0) weapon_speed = 0; 1126 if (weapon_speed < 0)
1023 weapon_weight=tmp->weight; 1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1025 if(tmp->magic) op->stats.dam += tmp->magic; 1130 if (tmp->magic)
1026 } 1131 op->stats.dam += tmp->magic;
1027 if(tmp->stats.wc) 1132 }
1028 wc-=(tmp->stats.wc+tmp->magic); 1133 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic);
1029 1135
1030 if(tmp->slaying!=NULL) { 1136 if (tmp->slaying != NULL)
1031 if (op->slaying != NULL) 1137 op->slaying = tmp->slaying;
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1138
1036 if(tmp->stats.ac) 1139 if (tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic); 1140 ac -= (tmp->stats.ac + tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1040 if (op->type == PLAYER) 1144 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op; 1145 op->contr->ranges[range_skill] = op;
1042 break; 1146 break;
1043 1147
1044 case SKILL_TOOL: 1148 case SKILL_TOOL:
1045 if (op->chosen_skill) { 1149 if (op->chosen_skill)
1150 {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1047 } 1152 }
1048 op->chosen_skill = tmp; 1153 op->chosen_skill = tmp;
1049 if (op->type == PLAYER) 1154 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op; 1155 op->contr->ranges[range_skill] = op;
1051 break; 1156 break;
1052 1157
1053 case SHIELD: 1158 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1161 case RING:
1057 case AMULET: 1162 case AMULET:
1058 case GIRDLE: 1163 case GIRDLE:
1059 case HELMET: 1164 case HELMET:
1060 case BOOTS: 1165 case BOOTS:
1061 case GLOVES: 1166 case GLOVES:
1062 case CLOAK: 1167 case CLOAK:
1063 if(tmp->stats.wc) 1168 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic); 1169 wc -= (tmp->stats.wc + tmp->magic);
1065 if(tmp->stats.dam) 1170 if (tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1067 if(tmp->stats.ac) 1172 if (tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic); 1173 ac -= (tmp->stats.ac + tmp->magic);
1069 break; 1174 break;
1070 1175
1071 case WEAPON: 1176 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1177 wc -= (tmp->stats.wc + tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1076 weapon_weight=tmp->weight; 1181 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1183 if (weapon_speed < 0)
1079 if(tmp->slaying!=NULL) { 1184 weapon_speed = 0;
1080 if (op->slaying != NULL) 1185 op->slaying = tmp->slaying;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do 1186 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1187 * extra strength damage, this is where the code should
1086 * go. 1188 * go.
1087 */ 1189 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp; 1190 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1097 break;
1098 1193
1194 break;
1195
1099 case ARMOUR: /* Only the best of these three are used: */ 1196 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000; 1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1102 1199
1103 case BRACERS: 1200 case BRACERS:
1104 case FORCE: 1201 case FORCE:
1105 if(tmp->stats.wc) { 1202 if (tmp->stats.wc)
1106 if(best_wc<tmp->stats.wc+tmp->magic) { 1203 {
1107 wc+=best_wc; 1204 if (best_wc < tmp->stats.wc + tmp->magic)
1108 best_wc=tmp->stats.wc+tmp->magic; 1205 {
1109 } else 1206 wc += best_wc;
1110 wc+=tmp->stats.wc+tmp->magic; 1207 best_wc = tmp->stats.wc + tmp->magic;
1111 } 1208 }
1112 if(tmp->stats.ac) { 1209 else
1113 if(best_ac<tmp->stats.ac+tmp->magic) { 1210 wc += tmp->stats.wc + tmp->magic;
1114 ac+=best_ac; /* Remove last bonus */ 1211 }
1115 best_ac=tmp->stats.ac+tmp->magic; 1212 if (tmp->stats.ac)
1116 } 1213 {
1117 else /* To nullify the below effect */ 1214 if (best_ac < tmp->stats.ac + tmp->magic)
1118 ac+=tmp->stats.ac+tmp->magic; 1215 {
1119 } 1216 ac += best_ac; /* Remove last bonus */
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1217 best_ac = tmp->stats.ac + tmp->magic;
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1218 }
1219 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic;
1221 }
1222 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic);
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1123 max=ARMOUR_SPEED(tmp)/10.0; 1227 max = ARMOUR_SPEED (tmp) / 10.0;
1124 break; 1228 break;
1125 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1126 } /* item is equipped */ 1230 } /* item is equipped */
1127 } /* for loop of items */ 1231 } /* for loop of items */
1128 1232
1129 /* We've gone through all the objects the player has equipped. For many things, we 1233 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1234 * have generated intermediate values which we now need to assign.
1131 */ 1235 */
1132 1236
1133 /* 'total resistance = total protections - total vulnerabilities'. 1237 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1238 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1239 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1242 */
1139 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1140 op->resist[i] = prot[i] - vuln[i]; 1245 op->resist[i] = prot[i] - vuln[i];
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i]; 1247 op->resist[i] = potion_resist[i];
1144 } 1248 }
1145 1249
1146 /* Figure out the players sp/mana/hp totals. */ 1250 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) { 1251 if (op->type == PLAYER)
1252 {
1148 int pl_level; 1253 int pl_level;
1149 1254
1150 check_stat_bounds(&(op->stats)); 1255 check_stat_bounds (&(op->stats));
1151 pl_level=op->level; 1256 pl_level = op->level;
1152 1257
1258 if (pl_level < 1)
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1260
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1261 /* 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. 1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1263 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1160 if(i%2 && con_bonus[op->stats.Con]%2) { 1267 if (i % 2 && con_bonus[op->stats.Con] % 2)
1268 {
1161 if (con_bonus[op->stats.Con]>0) 1269 if (con_bonus[op->stats.Con] > 0)
1162 j++; 1270 j++;
1163 else 1271 else
1164 j--; 1272 j--;
1165 } 1273 }
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1167 } 1275 }
1168 1276
1169 for(i=11;i<=op->level;i++) 1277 for (i = 11; i <= op->level; i++)
1170 op->stats.maxhp+=2; 1278 op->stats.maxhp += 2;
1171 1279
1172 if(op->stats.hp>op->stats.maxhp) 1280 if (op->stats.hp > op->stats.maxhp)
1173 op->stats.hp=op->stats.maxhp; 1281 op->stats.hp = op->stats.maxhp;
1174 1282
1175 /* Sp gain is controlled by the level of the player's 1283 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above) 1284 * relevant experience object (mana_obj, see above)
1177 */ 1285 */
1178 /* following happen when skills system is not used */ 1286 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op; 1287 if (!mana_obj)
1180 if(!grace_obj) grace_obj = op; 1288 mana_obj = op;
1289 if (!grace_obj)
1290 grace_obj = op;
1181 /* set maxsp */ 1291 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1293 mana_obj = op;
1183 1294
1184 if (mana_obj == op && op->type == PLAYER) { 1295 if (mana_obj == op && op->type == PLAYER)
1296 {
1185 op->stats.maxsp = 1; 1297 op->stats.maxsp = 1;
1186 } else { 1298 }
1299 else
1300 {
1187 sp_tmp=0.0; 1301 sp_tmp = 0.0;
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1302 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1189 float stmp; 1303 {
1304 float stmp;
1190 1305
1191 /* Got some extra bonus at first level */ 1306 /* Got some extra bonus at first level */
1192 if(i<2) { 1307 if (i < 2)
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1308 {
1194 (float)sp_bonus[op->stats.Int])/6.0); 1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1195 } else { 1310 }
1196 stmp=(float)op->contr->levsp[i] 1311 else
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1312 {
1198 (float)sp_bonus[op->stats.Int])/12.0; 1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1199 } 1314 }
1200 if (stmp<1.0) stmp=1.0; 1315 if (stmp < 1.0)
1201 sp_tmp+=stmp; 1316 stmp = 1.0;
1202 } 1317 sp_tmp += stmp;
1318 }
1203 op->stats.maxsp=(int)sp_tmp; 1319 op->stats.maxsp = (int) sp_tmp;
1204 1320
1205 for(i=11;i<=mana_obj->level;i++) 1321 for (i = 11; i <= mana_obj->level; i++)
1206 op->stats.maxsp+=2; 1322 op->stats.maxsp += 2;
1207 } 1323 }
1208 /* Characters can get their sp supercharged via rune of transferrance */ 1324 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2) 1325 if (op->stats.sp > op->stats.maxsp * 2)
1210 op->stats.sp=op->stats.maxsp*2; 1326 op->stats.sp = op->stats.maxsp * 2;
1211 1327
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1330 grace_obj = op;
1214 1331
1215 if (grace_obj == op && op->type == PLAYER) { 1332 if (grace_obj == op && op->type == PLAYER)
1333 {
1216 op->stats.maxgrace = 1; 1334 op->stats.maxgrace = 1;
1217 } else { 1335 }
1336 else
1337 {
1218 /* store grace in a float - this way, the divisions below don't create 1338 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then 1339 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next 1340 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful. 1341 * step of 8 - with floats, even fractional ones are useful.
1222 */ 1342 */
1223 sp_tmp=0.0; 1343 sp_tmp = 0.0;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1225 float grace_tmp=0.0; 1345 {
1346 float grace_tmp = 0.0;
1226 1347
1227 /* Got some extra bonus at first level */ 1348 /* Got some extra bonus at first level */
1228 if(i<2) { 1349 if (i < 2)
1350 {
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1231 } else { 1353 }
1354 else
1355 {
1232 grace_tmp=(float)op->contr->levgrace[i] 1356 grace_tmp = (float) op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] + 1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1358 }
1235 } 1359 if (grace_tmp < 1.0)
1236 if (grace_tmp<1.0) grace_tmp=1.0; 1360 grace_tmp = 1.0;
1237 sp_tmp+=grace_tmp; 1361 sp_tmp += grace_tmp;
1238 } 1362 }
1239 op->stats.maxgrace=(int)sp_tmp; 1363 op->stats.maxgrace = (int) sp_tmp;
1240 1364
1241 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1243 op->stats.maxgrace+=2; 1367 op->stats.maxgrace += 2;
1244 } 1368 }
1245 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1246 1370
1247 if(op->contr->braced) { 1371 if (op->contr->braced)
1248 ac+=2; 1372 {
1249 wc+=4; 1373 ac += 2;
1250 } 1374 wc += 4;
1251 else 1375 }
1376 else
1252 ac-=dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[op->stats.Dex];
1253 1378
1254 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t. 1381 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that 1383 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1 1384 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So 1385 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1264 */ 1389 */
1265 1390
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1268 for(i=1;i<wc_obj->level;i++) { 1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1269 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--; 1397 if (!(i % 6))
1398 wc--;
1271 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1274 } 1402 }
1275 } else 1403 }
1404 else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]); 1405 wc -= (op->level + thaco_bonus[op->stats.Str]);
1277 1406
1278 op->stats.dam+=dam_bonus[op->stats.Str]; 1407 op->stats.dam += dam_bonus[op->stats.Str];
1279 1408
1280 if(op->stats.dam<1) 1409 if (op->stats.dam < 1)
1281 op->stats.dam=1; 1410 op->stats.dam = 1;
1282 1411
1283 op->speed=1.0+speed_bonus[op->stats.Dex]; 1412 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1284 if (settings.search_items && op->contr->search_str[0]) 1413 if (settings.search_items && op->contr->search_str[0])
1285 op->speed -= 1; 1414 op->speed -= 1;
1286 if (op->attacktype==0) 1415 if (op->attacktype == 0)
1287 op->attacktype=op->arch->clone.attacktype; 1416 op->attacktype = op->arch->clone.attacktype;
1288 1417
1289 } /* End if player */ 1418 } /* End if player */
1290 1419
1291 if(added_speed>=0) 1420 if (added_speed >= 0)
1292 op->speed+=added_speed/10.0; 1421 op->speed += added_speed / 10.0;
1293 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed); 1423 op->speed /= (float) (1.0 - added_speed);
1295 1424
1296 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1297 if(op->speed>max) 1426 if (op->speed > max)
1298 op->speed=max; 1427 op->speed = max;
1299 1428
1300 if(op->type == PLAYER) { 1429 if (op->type == PLAYER)
1430 {
1301 /* f is a number the represents the number of kg above (positive num) 1431 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above 1432 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1305 */ 1435 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1436 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1437 if (f > 0)
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1308 } 1439 }
1309 1440
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1311 1442
1312 /* Put a lower limit on speed. Note with this speed, you move once every 1443 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */ 1445 */
1315 op->speed = op->speed * speed_reduce_from_disease; 1446 op->speed = op->speed * speed_reduce_from_disease;
1316 1447
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1448 if (op->speed < 0.01 && op->type == PLAYER)
1449 op->speed = 0.01;
1318 1450
1319 if(op->type == PLAYER) { 1451 if (op->type == PLAYER)
1452 {
1320 float M,W,s,D,K,S,M2; 1453 float M, W, s, D, K, S, M2;
1321 1454
1322 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1326 */ 1459 */
1327 M=(max_carry[op->stats.Str]-121)/121.0; 1460 M = (max_carry[op->stats.Str] - 121) / 121.0;
1328 M2=max_carry[op->stats.Str]/100.0; 1461 M2 = max_carry[op->stats.Str] / 100.0;
1329 W=weapon_weight/20000.0; 1462 W = weapon_weight / 20000.0;
1330 s=2-weapon_speed/10.0; 1463 s = 2 - weapon_speed / 10.0;
1331 D=(op->stats.Dex-14)/14.0; 1464 D = (op->stats.Dex - 14) / 14.0;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2; 1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1334 if(K<=0) K=0.01; 1467 if (K <= 0)
1335 S=op->speed/(K*s); 1468 K = 0.01;
1469 S = op->speed / (K * s);
1336 op->contr->weapon_sp=S; 1470 op->contr->weapon_sp = S;
1337 } 1471 }
1338 /* I want to limit the power of small monsters with big weapons: */ 1472 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&& 1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1340 op->stats.dam>op->arch->clone.stats.dam*3)
1341 op->stats.dam=op->arch->clone.stats.dam*3; 1474 op->stats.dam = op->arch->clone.stats.dam * 3;
1342 1475
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this 1476 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits, 1477 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same. 1478 * so its value is the same.
1346 */ 1479 */
1347 if (wc>120) wc=120; 1480 if (wc > 120)
1348 else if (wc<-120) wc=-120; 1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1349 op->stats.wc=wc; 1484 op->stats.wc = wc;
1350 1485
1351 if (ac>120) ac=120; 1486 if (ac > 120)
1352 else if (ac<-120) ac=-120; 1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1353 op->stats.ac=ac; 1490 op->stats.ac = ac;
1354 1491
1355 /* if for some reason the creature doesn't have any move type, 1492 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default. 1493 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the 1494 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just 1495 * old behaviour - if your flying, your not walking - just
1359 * one or the other. 1496 * one or the other.
1360 */ 1497 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK; 1498 if (op->move_type == 0)
1499 op->move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK;
1363 1502
1364 update_ob_speed(op); 1503 update_ob_speed (op);
1365 1504
1366 /* It is quite possible that a player's spell costing might have changed, 1505 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now. 1506 * so we will check that now.
1368 */ 1507 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr); 1508 if (op->type == PLAYER)
1509 esrv_update_spells (op->contr);
1370} 1510}
1371 1511
1372/* 1512/*
1373 * Returns true if the given player is a legal class. 1513 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1514 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1515 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1516 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1517 * false otherwise.
1378 */ 1518 */
1379 1519
1520int
1380int allowed_class(const object *op) { 1521allowed_class (const object *op)
1522{
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1383 op->stats.Cha>0;
1384} 1525}
1385 1526
1386/* 1527/*
1387 * set the new dragon name after gaining levels or 1528 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1529 * changing ability focus (later this can be extended to
1391 * Note that the title is written to 'own_title' in the 1532 * Note that the title is written to 'own_title' in the
1392 * player struct. This should be changed to 'ext_title' 1533 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this! 1534 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'. 1535 * Please, anyone, write support for 'ext_title'.
1395 */ 1536 */
1537void
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1538set_dragon_name (object *pl, const object *abil, const object *skin)
1539{
1397 int atnr=-1; /* attacknumber of highest level */ 1540 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1541 int level = 0; /* highest level */
1399 int i; 1542 int i;
1400 1543
1401 /* Perhaps do something more clever? */ 1544 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1545 if (!abil || !skin)
1403 1546 return;
1547
1404 /* first, look for the highest level */ 1548 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1549 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1550 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1551 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1552 {
1408 level = abil->resist[i]; 1553 level = abil->resist[i];
1409 atnr = i; 1554 atnr = i;
1410 } 1555 }
1411 } 1556 }
1412 1557
1413 /* now if there are equals at highest level, pick the one with focus, 1558 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1559 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1561 atnr = abil->stats.exp;
1418 1562
1419 level = (int)(level/5.); 1563 level = (int) (level / 5.);
1420 1564
1421 /* now set the new title */ 1565 /* now set the new title */
1422 if (pl->contr != NULL) { 1566 if (pl->contr != NULL)
1567 {
1423 if(level == 0) 1568 if (level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1) 1570 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1427 else if (level == 2) 1572 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1429 else if (level == 3) 1574 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1431 else {
1432 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50)
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437 else 1576 else
1577 {
1578 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1583 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1439 } 1585 }
1440 } 1586 }
1441 1587
1442 strcpy(pl->contr->own_title, ""); 1588 strcpy (pl->contr->own_title, "");
1443} 1589}
1444 1590
1445/* 1591/*
1446 * This function is called when a dragon-player gains 1592 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1593 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1594 * or change the ability-focus.
1449 */ 1595 */
1596void
1450void dragon_level_gain(object *who) { 1597dragon_level_gain (object *who)
1598{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1599 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1600 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1601 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1602 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1603
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1604 /* now grab the 'dragon_ability'-forces from the player's inventory */
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1606 {
1458 if (tmp->type == FORCE) { 1607 if (tmp->type == FORCE)
1608 {
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1460 abil = tmp; 1610 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1462 skin = tmp; 1612 skin = tmp;
1463 } 1613 }
1464 } 1614 }
1465 /* if the force is missing -> bail out */ 1615 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1616 if (abil == NULL)
1467 1617 return;
1618
1468 /* The ability_force keeps track of maximum level ever achieved. 1619 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1620 * New abilties can only be gained by surpassing this max level
1470 */ 1621 */
1471 if (who->level > abil->level) { 1622 if (who->level > abil->level)
1623 {
1472 /* increase our focused ability */ 1624 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1625 abil->resist[abil->stats.exp]++;
1474
1475 1626
1627
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1628 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1629 {
1477 /* time to hand out a new ability-gift */ 1630 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1631 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1632 }
1480 } 1633
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1634 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1635 {
1483 /* apply new ability focus */ 1636 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1637 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1639
1488 abil->stats.exp = abil->last_eat; 1640 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1641 abil->last_eat = 0;
1490 } 1642 }
1643
1644 abil->level = who->level;
1491 1645 }
1492 abil->level = who->level; 1646
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1647 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1648 set_dragon_name (who, abil, skin);
1497} 1649}
1498 1650
1499/* Handy function - given the skill name skill_name, we find the skill 1651/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1652 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1653 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1654 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1655 * want to do something with it immediately.
1504 */ 1656 */
1657object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1658give_skill_by_name (object *op, const char *skill_name)
1506{ 1659{
1507 object *skill_obj; 1660 object *skill_obj;
1508 1661
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1663 if (!skill_obj)
1664 {
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL; 1666 return NULL;
1513 } 1667 }
1514 /* clear the flag - exp goes into this bucket, but player 1668 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1669 * still doesn't know it.
1516 */ 1670 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1672 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1673 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1674 insert_ob_in_ob (skill_obj, op);
1521 if (op->contr) { 1675 if (op->contr)
1676 {
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1678 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1524 } 1679 }
1525 return skill_obj; 1680 return skill_obj;
1526} 1681}
1527 1682
1528 1683
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1684/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1685 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1686 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1687 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1688 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1689 * (eg, skill)
1535 */ 1690 */
1691void
1536void player_lvl_adj(object *who, object *op) { 1692player_lvl_adj (object *who, object *op)
1693{
1537 char buf[MAX_BUF]; 1694 char buf[MAX_BUF];
1538 1695
1539 if(!op) /* when rolling stats */ 1696 if (!op) /* when rolling stats */
1540 op = who; 1697 op = who;
1541 1698
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 {
1543 op->level++; 1701 op->level++;
1544 1702
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1546 dragon_level_gain(who); 1704 dragon_level_gain (who);
1547 1705
1548 /* Only roll these if it is the player (who) that gained the level */ 1706 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1707 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1712 }
1554 1713
1555 fix_player(who); 1714 fix_player (who);
1556 if(op->level>1) { 1715 if (op->level > 1)
1716 {
1557 if (op->type!=PLAYER) 1717 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1559 else 1719 else
1560 sprintf(buf,"You are now level %d.",op->level); 1720 sprintf (buf, "You are now level %d.", op->level);
1721 if (who)
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1562 } 1723 }
1563 player_lvl_adj(who,op); /* To increase more levels */ 1724 player_lvl_adj (who, op); /* To increase more levels */
1725 }
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 {
1565 op->level--; 1728 op->level--;
1566 fix_player(who); 1729 fix_player (who);
1567 if(op->type!=PLAYER) { 1730 if (op->type != PLAYER)
1731 {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1734 }
1571 player_lvl_adj(who,op); /* To decrease more levels */ 1735 player_lvl_adj (who, op); /* To decrease more levels */
1572 } 1736 }
1573 /* check if the spell data has changed */ 1737 /* check if the spell data has changed */
1574 esrv_update_spells(who->contr); 1738 esrv_update_spells (who->contr);
1575} 1739}
1576 1740
1577/* 1741/*
1578 * Returns how much experience is needed for a player to become 1742 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1743 * the given level. level should really never exceed max_level
1580 */ 1744 */
1581 1745
1746sint64
1582sint64 level_exp(int level,double expmul) { 1747level_exp (int level, double expmul)
1748{
1583 if (level > settings.max_level) 1749 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1750 return (sint64) (expmul * levels[settings.max_level]);
1585 return (sint64) (expmul * levels[level]); 1751 return (sint64) (expmul * levels[level]);
1586} 1752}
1587 1753
1588/* 1754/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1755 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1756 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1757 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1758 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1759 * this can now work on a much larger set of objects.
1594 */ 1760 */
1761void
1595void calc_perm_exp(object *op) 1762calc_perm_exp (object *op)
1596{ 1763{
1597 int p_exp_min; 1764 int p_exp_min;
1598 1765
1599 /* Ensure that our permanent experience minimum is met. 1766 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1767 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1768 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1769 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1770
1604 if (op->perm_exp < p_exp_min) 1771 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1772 op->perm_exp = p_exp_min;
1606 1773
1607 /* Cap permanent experience. */ 1774 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1775 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1776 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1778 op->perm_exp = MAX_EXPERIENCE;
1612} 1779}
1613 1780
1614 1781
1615/* Add experience to a player - exp should only be positive. 1782/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1783 * Updates permanent exp for the skill we are adding to.
1618 * NULL, in which case exp increases the players general 1785 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1786 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1787 * flag is what to do if the player doesn't have the skill:
1621 */ 1788 */
1622 1789
1790static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1792{
1625 object *skill_obj=NULL; 1793 object *skill_obj = NULL;
1626 sint64 limit, exp_to_add; 1794 sint64 limit, exp_to_add;
1627 int i; 1795 int i;
1628 1796
1629 /* prevents some forms of abuse. */ 1797 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1798 if (op->contr->braced)
1799 exp = exp / 5;
1631 1800
1632 /* Try to find the matching skill. 1801 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1802 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1803 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1804 * the players inventory.
1636 */ 1805 */
1637 if (skill_name) { 1806 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1807 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1640 skill_obj = op->chosen_skill; 1809 skill_obj = op->chosen_skill;
1641 else { 1810 else
1811 {
1642 for (i=0; i<NUM_SKILLS; i++) 1812 for (i = 0; i < NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] && 1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1814 {
1645 skill_obj = op->contr->last_skill_ob[i]; 1815 skill_obj = op->contr->last_skill_ob[i];
1646 break; 1816 break;
1647 } 1817 }
1648 1818
1649 /* Player doesn't have the skill. Check to see what to do, and give 1819 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1820 * it to the player if necessary
1651 */ 1821 */
1652 if (!skill_obj) { 1822 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1823 {
1824 if (flag == SK_EXP_NONE)
1825 return;
1654 else if (flag == SK_EXP_ADD_SKILL) 1826 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1827 give_skill_by_name (op, skill_name);
1828 }
1829 }
1656 } 1830 }
1657 } 1831
1832 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1833 {
1659
1660 /* Basically, you can never gain more experience in one shot 1834 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1835 * than half what you need to gain for next level.
1662 */ 1836 */
1663 exp_to_add = exp; 1837 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1838 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1839 if (exp_to_add > limit)
1840 exp_to_add = limit;
1666 1841
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1842 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1843 if (settings.permanent_exp_ratio)
1844 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1845 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1846 calc_perm_exp (op);
1671 } 1847 }
1672 1848
1673 player_lvl_adj(op,NULL); 1849 player_lvl_adj (op, NULL);
1850 }
1851
1674 if (skill_obj) { 1852 if (skill_obj)
1853 {
1675 exp_to_add = exp; 1854 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1855 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1856 if (exp_to_add > limit)
1857 exp_to_add = limit;
1858
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1859 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1860 if (settings.permanent_exp_ratio)
1861 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1862 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1863 calc_perm_exp (skill_obj);
1682 } 1864 }
1865
1683 player_lvl_adj(op,skill_obj); 1866 player_lvl_adj (op, skill_obj);
1684 } 1867 }
1685} 1868}
1686 1869
1687/* This function checks to make sure that object 'op' can 1870/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1871 * lost 'exp' experience. It returns the amount of exp
1690 * adjustments based on permanent exp and the like. 1873 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1874 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1875 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1876 * amount that should get subtract from the player.
1694 */ 1877 */
1878sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1879check_exp_loss (const object *op, sint64 exp)
1696{ 1880{
1697 sint64 del_exp; 1881 sint64 del_exp;
1698 1882
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1883 if (exp > op->stats.exp)
1884 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1885 if (settings.permanent_exp_ratio)
1886 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1888 if (del_exp < 0)
1703 if (exp > del_exp) exp=del_exp; 1889 del_exp = 0;
1890 if (exp > del_exp)
1891 exp = del_exp;
1704 } 1892 }
1705 return exp; 1893 return exp;
1706} 1894}
1707 1895
1896sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1897check_exp_adjust (const object *op, sint64 exp)
1709{ 1898{
1899 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1900 return check_exp_loss (op, exp);
1901 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1903}
1713 1904
1714 1905
1715/* Subtracts experience from player. 1906/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1913 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1914 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1915 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1916 * a postive number.
1726 */ 1917 */
1918static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1919subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1920{
1729 float fraction = (float) exp/(float) op->stats.exp; 1921 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1922 object *tmp;
1731 sint64 del_exp; 1923 sint64 del_exp;
1732 1924
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1925 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1926 if (tmp->type == SKILL && tmp->stats.exp)
1927 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1929 {
1736 del_exp = check_exp_loss(tmp, exp); 1930 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1931 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1932 player_lvl_adj (op, tmp);
1933 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1934 else if (flag != SK_SUBTRACT_SKILL_EXP)
1935 {
1740 /* only want to process other skills if we are not trying 1936 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1937 * to match a specific skill.
1742 */ 1938 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1940 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1941 player_lvl_adj (op, tmp);
1942 }
1746 } 1943 }
1747 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1944 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 {
1749 del_exp = check_exp_loss(op, exp); 1946 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1947 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1948 player_lvl_adj (op, NULL);
1752 } 1949 }
1753} 1950}
1754 1951
1755 1952
1756 1953
1761 * it is assumed the caller has modified the exp as needed. 1958 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1959 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1960 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1961 * these last two values are only used for players.
1765 */ 1962 */
1766 1963
1964void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1965change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{
1768 1967
1769#ifdef EXP_DEBUG 1968#ifdef EXP_DEBUG
1770#ifndef WIN32 1969# ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); 1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1772#else 1971# else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1973# endif
1774#endif 1974#endif
1775#endif
1776 1975
1777 /* safety */ 1976 /* safety */
1778 if(!op) { 1977 if (!op)
1978 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1979 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1980 return;
1781 } 1981 }
1782 1982
1783 /* if no change in exp, just return - most of the below code 1983 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1984 * won't do anything if the value is 0 anyways.
1785 */ 1985 */
1786 if (exp == 0) return; 1986 if (exp == 0)
1987 return;
1787 1988
1788 /* Monsters are easy - we just adjust their exp - we 1989 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1990 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1991 * the exp they have - the monsters exp represents what its
1791 * worth. 1992 * worth.
1792 */ 1993 */
1793 if(op->type != PLAYER) { 1994 if (op->type != PLAYER)
1995 {
1794 /* Sanity check */ 1996 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1997 if (!QUERY_FLAG (op, FLAG_ALIVE))
1998 return;
1796 1999
1797 /* reset exp to max allowed value. We subtract from 2000 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2001 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 2002 * more than max exp, just return.
1800 */ 2003 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 2004 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2005 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 2006 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 2007 if (exp < 0)
1804 } 2008 return;
2009 }
1805 2010
1806 op->stats.exp += exp; 2011 op->stats.exp += exp;
1807 } 2012 }
1808 else { /* Players only */ 2013 else
1809 if(exp>0) 2014 { /* Players only */
2015 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 2016 add_player_exp (op, exp, skill_name, flag);
1811 else 2017 else
1812 /* note that when you lose exp, it doesn't go against 2018 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 2019 * a particular skill, so we don't need to pass that
1814 * along. 2020 * along.
1815 */ 2021 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2022 subtract_player_exp (op, FABS (exp), skill_name, flag);
1817 2023
1818 } 2024 }
1819} 2025}
1820 2026
1821/* Applies a death penalty experience, the size of this is defined by the 2027/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2028 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2029 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2030 */
1825 2031
2032void
1826void apply_death_exp_penalty(object *op) { 2033apply_death_exp_penalty (object *op)
2034{
1827 object *tmp; 2035 object *tmp;
1828 sint64 loss; 2036 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2039
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2040 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2041 if (tmp->type == SKILL && tmp->stats.exp)
2042 {
1834 2043
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2046
1838 /* With the revised exp system, you can get cases where 2047 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2048 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2049 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2050 * tables is a lot harder.
1842 */ 2051 */
1843 if (level_loss < 0) level_loss = 0; 2052 if (level_loss < 0)
2053 level_loss = 0;
1844 2054
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2056
1847 tmp->stats.exp -= loss; 2057 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2058 player_lvl_adj (op, tmp);
1849 } 2059 }
1850 2060
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2063 if (level_loss < 0)
2064 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2066
1856 op->stats.exp -= loss; 2067 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2068 player_lvl_adj (op, NULL);
1858} 2069}
1859 2070
1860/* This function takes an object (monster/player, op), and 2071/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2072 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2073 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2074 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2075 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2076 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2077 */
2078int
1867int did_make_save(const object *op, int level, int bonus) 2079did_make_save (const object *op, int level, int bonus)
1868{ 2080{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2081 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL;
1870 2083
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2085 return 0;
2086 return 1;
1874} 2087}
1875

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