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Comparing deliantra/server/common/living.C (file contents):
Revision 1.5 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.48 by root, Fri May 11 19:41:05 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.5 2006/09/03 00:18:40 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static 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, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static 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, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static 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, 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,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const 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 79 -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}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const 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, 84 -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, 85 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 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const 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 93 -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}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const 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 97 -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}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const 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, 102 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 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* 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. 107 * 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 108 * 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 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const 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, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 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}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -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}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 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}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 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, 177 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, 178 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, 179 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, 180 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, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 363 * 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 364 * 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 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* 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 376 * 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 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
387 int nstat, ostat; 388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405
406 if (nstat != ostat)
407 {
408 set_attr_value (&op->contr->orig_stats, j, nstat);
409 potion_max = 0;
403 } 410 }
404 if (nstat != ostat) { 411 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 412 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 414 potion_max = 1;
411 } 415 }
412 } 416 }
417
413 /* This section of code ups the characters normal stats also. I am not 418 /* 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 419 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 420 * recalculates this anyway.
416 */ 421 */
417 for(j=0;j<NUM_STATS;j++) 422 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
419 check_stat_bounds(&(op->stats)); 425 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 426 } /* end of potion handling code */
421 } 427 }
422 428
423 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 430 * everything to set
425 */ 431 */
426 if(flag == -1) { 432 if (flag == -1)
433 {
427 op->attacktype&=~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 439 * and not the other move_ fields.
433 */ 440 */
434 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
435 } 442 }
436 443
437 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
440 */ 447 */
441 fix_player(op); 448 op->update_stats ();
442 449
443 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 451 * print out message if this is a bow.
445 */ 452 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 {
447 success=1; 455 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 457 }
458
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
460 {
452 success=1; 461 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 463 }
464
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
466 {
457 success=1; 467 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 469 }
470
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
472 {
462 success=1; 473 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 475 }
476
466 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 481 * from fly high)
471 */ 482 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 483 if (tmp->move_type && op->move_type != refop.move_type)
484 {
473 success=1; 485 success = 1;
474 486
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 488 * status doesn't make a difference if you are flying high
477 */ 489 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 493 }
481 494
482 if (tmp->move_type & MOVE_FLY_HIGH) { 495 if (tmp->move_type & MOVE_FLY_HIGH)
496 {
483 /* double conditional - second case covers if you have move_fly_low - 497 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 498 * in that case, you don't actually land
485 */ 499 */
486 DIFF_MSG(flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 501 (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."));
489 } 502 }
503
490 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 506
493 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 508 check_move_on (op, op);
495 } 509 }
496 510
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 511 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 512 * originally undead may change their status
499 */ 513 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
502 success=1; 517 success = 1;
503 if(flag>0) { 518 if (flag > 0)
519 {
504 op->race = "undead"; 520 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 }
506 } else { 523 else
524 {
507 op->race = op->arch->clone.race; 525 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537 {
538 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 }
541
542 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision
544 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND))
546 {
547 success = 1;
548 if (flag > 0)
549 {
550 if (QUERY_FLAG (op, FLAG_WIZ))
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else
553 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND);
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
509 } 558 }
510 } 559 }
511 560 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 561 {
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 562 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 564 else
565 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 567 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 568 if (op->type == PLAYER)
532 op->contr->do_los=1; 569 op->contr->do_los = 1;
533 } 570 }
534 } else { 571 }
572 }
573
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575 {
576 success = 1;
577 if (op->type == PLAYER)
578 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 }
581
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583 {
584 success = 1;
585 if (flag > 0)
586 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 587 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 589 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 590 {
539 CLEAR_FLAG(op,FLAG_BLIND); 591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 592 if (op->type == PLAYER)
541 op->contr->do_los=1; 593 op->contr->do_los = 1;
542 } 594 }
543 } 595 }
544 } 596 else
545 597 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 598 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 600 else
601 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 603 if (op->type == PLAYER)
561 op->contr->do_los=1; 604 op->contr->do_los = 1;
562 } 605 }
563 } else { 606 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 607 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 608
609 if (tmp->stats.luck)
610 {
611 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 }
614
615 if (tmp->stats.hp && op->type == PLAYER)
616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
620
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
626
627 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER)
629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
633
634 if (tmp->stats.food && op->type == PLAYER)
635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
639
640 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++)
642 {
643 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */
645
646 if (op->resist[i] != refop.resist[i])
647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 651 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 653
569 op->contr->do_los=1; 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 }
656 }
657
658 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 666 }
571 } 667 }
572 } 668 }
573 669
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 if (op->resist[i] != refop.resist[i]) {
609 success=1;
610 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.",
612 change_resist_msg[i], op->resist[i]);
613 else
614 sprintf(message, "Your resistance to %s drops to %d%%.",
615 change_resist_msg[i], op->resist[i]);
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626 }
627 }
628 }
629 return success; 670 return success;
630} 671}
631 672
632/* 673/*
633 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 676 */
636 677void
637void drain_stat(object *op) { 678object::drain_stat ()
679{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
639} 681}
640 682
683void
641void drain_specific_stat(object *op, int deplete_stats) { 684object::drain_specific_stat (int deplete_stats)
685{
642 object *tmp; 686 object *tmp;
643 archetype *at; 687 archetype *at;
644 688
645 at = find_archetype(ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 690 if (!at)
691 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 693 return;
694 }
649 } else { 695 else
696 {
650 tmp = present_arch_in_ob(at, op); 697 tmp = present_arch_in_ob (at, this);
698
651 if (!tmp) { 699 if (!tmp)
700 {
652 tmp = arch_to_object(at); 701 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
655 } 704 }
656 } 705 }
657 706
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 709 update_stats ();
661} 710}
662 711
663/* 712/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 713 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 714 * via an applied bad_luck object.
666 */ 715 */
667 716void
668void change_luck(object *op, int value) { 717object::change_luck (int value)
669 object *tmp; 718{
670 archetype *at; 719 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 720 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 722 else
723 {
677 tmp = present_arch_in_ob(at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
678 if (!tmp) { 726 if (!tmp)
727 {
728 if (!value)
729 return;
730
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
735
679 if (!value) 736 if (value)
680 return; 737 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 738 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 740 * in op itself).
689 */ 741 */
690 new_luck = tmp->stats.luck+value; 742 int new_luck = tmp->stats.luck + value;
743
691 if (new_luck >= -100 && new_luck <= 100) { 744 if (new_luck >= -100 && new_luck <= 100)
745 {
692 op->stats.luck+=value; 746 stats.luck += value;
693 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
748 }
694 } 749 }
695 } else { 750 else
751 {
696 if (!tmp->stats.luck) { 752 if (!tmp->stats.luck)
697 return; 753 return;
698 } 754
699 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
701 */ 757 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
759 {
703 int diff = tmp->stats.luck>0?-1:1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
761
704 op->stats.luck += diff; 762 stats.luck += diff;
705 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
764 }
706 } 765 }
707 }
708 } 766 }
709} 767}
710 768
711/* 769/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 770 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 771 */
714 772void
715void remove_statbonus(object *op) { 773object::remove_statbonus ()
774{
716 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
717 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
718 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
719 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
720 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
722 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
730} 790}
731 791
732/* 792/*
733 * Adds stat-bonuses given by the class which the player has chosen. 793 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 794 */
735 795void
736void add_statbonus(object *op) { 796object::add_statbonus ()
797{
737 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
738 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
739 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
740 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
741 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
742 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
743 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
751} 813}
752 814
753/* 815/*
754 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
759 */ 821 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
762 */ 824 */
763 825void
764void fix_player(object *op) { 826object::update_stats ()
827{
765 int i,j; 828 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 830 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
771 835
772 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 837 if (type == PLAYER)
838 {
774 for(i=0;i<NUM_STATS;i++) { 839 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
776 } 841
777 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 843 contr->encumbrance = 0;
779 844
780 op->attacktype=0; 845 attacktype = 0;
846
781 op->contr->digestion = 0; 847 contr->digestion = 0;
782 op->contr->gen_hp = 0; 848 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 849 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 850 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 852 contr->item_power = 0;
787
788 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped.
792 */
793 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL;
796 } 853 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
799 op->slaying = 0; 858 slaying = 0;
800 859
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 860 if (!QUERY_FLAG (this, FLAG_WIZ))
861 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 864 }
805 865
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 868 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
818 op->path_attuned=op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
823 op->chosen_skill = NULL; 881 chosen_skill = 0;
824 882
825 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
826 * archetype clone 884 * archetype clone
827 */ 885 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
829 887
830 for (i=0;i<NROFATTACKS;i++) { 888 for (i = 0; i < NROFATTACKS; i++)
889 {
831 if (op->resist[i] > 0) 890 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 891 prot[i] = resist[i], vuln[i] = 0;
833 else 892 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
835 potion_resist[i]=0; 895 potion_resist[i] = 0;
836 } 896 }
837 897
838 wc=op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
840 900
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 904 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 905 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 906 * that their protection from physical goes down
847 */ 907 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 912 }
852 else 913 else
853 ac=op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
854 915
855 op->stats.luck=op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
857 918
858 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
860 */ 921 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
863 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
865 */ 926 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
867 929
868 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
870 * then calls this function. 932 * then calls this function.
871 */ 933 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 935 continue;
874 }
875 936
876 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 938 if (tmp->type == SKILL)
939 {
878 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 941 if (IS_MANA_SKILL (tmp->subtype))
942 {
880 if (!mana_obj) mana_obj=tmp; 943 if (!mana_obj)
944 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
882 } 947 }
948
883 if (IS_GRACE_SKILL(tmp->subtype)) { 949 if (IS_GRACE_SKILL (tmp->subtype))
950 {
884 if (!grace_obj) grace_obj=tmp; 951 if (!grace_obj)
952 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
886 } 955 }
887 } 956 }
888 957
889 /* Container objects are not meant to adjust a players, but other applied 958 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 959 * objects need to make adjustments.
891 * This block should handle all player specific changes 960 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 961 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
896 * up, etc. 965 * up, etc.
897 */ 966 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 971 && tmp->subtype == SK_PRAYING))
972 {
900 if(op->type==PLAYER) { 973 if (type == PLAYER)
901 if (tmp->type == BOW) 974 {
902 op->contr->ranges[range_bow] = tmp;
903
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 975 if ((tmp->type == WEAPON || tmp->type == BOW)
905 op->contr->ranges[range_misc] = tmp; 976 && tmp != current_weapon)
977 continue;
906 978
907 for(i=0;i<NUM_STATS;i++) 979 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
909 981
910 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
913 */ 985 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 988 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 990 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 991 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) { 993 (tmp->type == SKILL))
994 {
922 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
928 } 1001 }
929 } /* if this is a player */ 1002 } /* if this is a player */
930 1003 else
931 /* Update slots used for items */ 1004 {
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1005 if (tmp->type == WEAPON)
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1006 current_weapon = tmp;
934 op->body_used[i] += tmp->body_info[i];
935 } 1007 }
936 1008
1009 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info;
1013
937 if(tmp->type==SYMPTOM) { 1014 if (tmp->type == SYMPTOM)
1015 {
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1017
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
940 } 1020 }
941 1021
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1026 */
947 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
1028 {
948 for (i=0; i<NROFATTACKS; i++) { 1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
949 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
951 */ 1033 */
952 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
1035 {
953 if (potion_resist[i]) 1036 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 1038 else
956 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
957 } 1040 }
958 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 1045 }
963 } 1046 }
964 1047
965 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
967 op->attacktype|=tmp->attacktype; 1052 attacktype |= tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 1055 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
974 1057 stats.luck += tmp->stats.luck;
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 } 1058 }
990 1059
991 if(tmp->stats.exp && tmp->type!=SKILL) { 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
992 if(tmp->stats.exp > 0) { 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
993 added_speed+=(float)tmp->stats.exp/3.0; 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
995 } else 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
996 added_speed+=(float)tmp->stats.exp; 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD);
1070
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 invisible = 1;
997 } 1075 }
998 1076
1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
1079 if (tmp->stats.exp > 0)
1080 {
1081 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 }
1084 else
1085 added_speed += tmp->stats.exp;
1086 }
1087
999 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1000 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1002 case SKILL: 1101 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1004
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
1010 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic);
1021
1022 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
1025 if(tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break; 1103 break;
1032 1104
1033 case SKILL_TOOL: 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1034 if (op->chosen_skill) { 1108 if (chosen_skill)
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036 } 1110
1037 op->chosen_skill = tmp; 1111 chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041 1112
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam) 1113 if (tmp->stats.dam > 0)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1114 { /* skill is a 'weapon' */
1056 if(tmp->stats.ac) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1057 ac-=(tmp->stats.ac+tmp->magic); 1116 weapon_speed = WEAPON_SPEED (tmp);
1058 break;
1059 1117
1060 case WEAPON: 1118 if (weapon_speed < 0)
1061 wc-=(tmp->stats.wc+tmp->magic); 1119 weapon_speed = 0;
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1120
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight; 1121 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1124 if (tmp->magic)
1125 stats.dam += tmp->magic;
1126 }
1127
1128 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic;
1130
1131 if (tmp->slaying)
1132 slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic;
1136
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break;
1141
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break;
1148
1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING:
1153 case AMULET:
1154 case GIRDLE:
1155 case HELMET:
1156 case BOOTS:
1157 case GLOVES:
1158 case CLOAK:
1159 if (tmp->stats.wc)
1160 wc -= tmp->stats.wc + tmp->magic;
1161
1162 if (tmp->stats.dam)
1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1165 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic;
1167
1168 break;
1169
1170 case BOW:
1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic;
1175
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic;
1178
1179 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1067 if(weapon_speed<0) weapon_speed=0; 1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185
1068 op->slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1069 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1071 * go. 1190 * go.
1072 */ 1191 */
1073 op->current_weapon = tmp; 1192
1193 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1194 if (settings.spell_encumbrance)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) {
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic;
1090 } 1196 }
1091 if(tmp->stats.ac) { 1197
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic;
1098 }
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102 max=ARMOUR_SPEED(tmp)/10.0;
1103 break; 1198 break;
1199
1200 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 contr->encumbrance += tmp->weight / 1000;
1203
1204 case BRACERS:
1205 case FORCE:
1206 if (tmp->stats.wc)
1207 {
1208 if (best_wc < tmp->stats.wc + tmp->magic)
1209 {
1210 wc += best_wc;
1211 best_wc = tmp->stats.wc + tmp->magic;
1212 }
1213 else
1214 wc += tmp->stats.wc + tmp->magic;
1215 }
1216
1217 if (tmp->stats.ac)
1218 {
1219 if (best_ac < tmp->stats.ac + tmp->magic)
1220 {
1221 ac += best_ac; /* Remove last bonus */
1222 best_ac = tmp->stats.ac + tmp->magic;
1223 }
1224 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic;
1226 }
1227
1228 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1231 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1237 break;
1104 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1105 } /* item is equipped */ 1239 } /* item is equipped */
1106 } /* for loop of items */ 1240 } /* for loop of items */
1107 1241
1108 /* We've gone through all the objects the player has equipped. For many things, we 1242 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1243 * have generated intermediate values which we now need to assign.
1110 */ 1244 */
1111 1245
1112 /* 'total resistance = total protections - total vulnerabilities'. 1246 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1247 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1248 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1249 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1251 */
1118 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1253 {
1119 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1123 } 1258 }
1124 1259
1125 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1261 if (type == PLAYER)
1262 {
1127 int pl_level; 1263 int pl_level;
1128 1264
1129 check_stat_bounds(&(op->stats)); 1265 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1266 pl_level = level;
1131 1267
1268 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1270
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1271 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1273 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1275 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1140 if (con_bonus[op->stats.Con]>0) 1280 if (con_bonus[stats.Con] > 0)
1141 j++; 1281 j++;
1142 else 1282 else
1143 j--; 1283 j--;
1144 } 1284 }
1285
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1287 }
1147 1288
1148 for(i=11;i<=op->level;i++) 1289 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1290 stats.maxhp += 2;
1150 1291
1151 if(op->stats.hp>op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1153 1294
1154 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1156 */ 1297 */
1157 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1299 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1300 mana_obj = this;
1301
1302 if (!grace_obj)
1303 grace_obj = this;
1304
1160 /* set maxsp */ 1305 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1307 mana_obj = this;
1162 1308
1163 if (mana_obj == op && op->type == PLAYER) { 1309 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1165 } else { 1311 else
1312 {
1166 sp_tmp=0.0; 1313 sp_tmp = 0.f;
1314
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1316 {
1168 float stmp; 1317 float stmp;
1169 1318
1170 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1171 if(i<2) { 1320 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1322 else
1175 stmp=(float)op->contr->levsp[i] 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1324
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1180 sp_tmp+=stmp; 1328 sp_tmp += stmp;
1181 } 1329 }
1330
1182 op->stats.maxsp=(int)sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1183 1332
1184 for(i=11;i<=mana_obj->level;i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1334 stats.maxsp += 2;
1186 } 1335 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1337 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1338 stats.sp = stats.maxsp * 2;
1190 1339
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this;
1193 1343
1194 if (grace_obj == op && op->type == PLAYER) { 1344 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1196 } else { 1346 else
1347 {
1197 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1352 */
1202 sp_tmp=0.0; 1353 sp_tmp = 0.f;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1355 {
1204 float grace_tmp=0.0; 1356 float grace_tmp = 0.f;
1205 1357
1206 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1207 if(i<2) { 1359 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else { 1361 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1212 +((float)grace_bonus[op->stats.Pow] + 1363
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1364 if (grace_tmp < 1.f)
1214 } 1365 grace_tmp = 1.f;
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1366
1216 sp_tmp+=grace_tmp; 1367 sp_tmp += grace_tmp;
1217 } 1368 }
1369
1218 op->stats.maxgrace=(int)sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1219 1371
1220 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1374 stats.maxgrace += 2;
1223 } 1375 }
1224 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1225 1377
1226 if(op->contr->braced) { 1378 if (contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1379 {
1380 ac += 2;
1381 wc += 4;
1382 }
1230 else 1383 else
1231 ac-=dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1232 1385
1233 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1388 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1390 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1391 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1392 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1243 */ 1396 */
1244 1397
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1399 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1247 for(i=1;i<wc_obj->level;i++) { 1402 for (i = 1; i < wc_obj->level; i++)
1403 {
1248 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--; 1405 if (!(i % 6))
1406 wc--;
1407
1250 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1253 } 1411 }
1412 }
1254 } else 1413 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1256 1415
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1258 1417
1259 if(op->stats.dam<1) 1418 if (stats.dam < 1)
1260 op->stats.dam=1; 1419 stats.dam = 1;
1261 1420
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1263 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1424 speed -= 1;
1425
1265 if (op->attacktype==0) 1426 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1267 1428
1268 } /* End if player */ 1429 } /* End if player */
1269 1430
1270 if(added_speed>=0) 1431 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1432 speed += added_speed / 10.f;
1272 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1434 speed /= 1.f - added_speed;
1274 1435
1275 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1276 if(op->speed>max) 1437 if (speed > max)
1277 op->speed=max; 1438 speed = max;
1278 1439
1279 if(op->type == PLAYER) { 1440 if (type == PLAYER)
1441 {
1280 /* f is a number the represents the number of kg above (positive num) 1442 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above 1443 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1284 */ 1446 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1287 } 1450 }
1288 1451
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1290 1453
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1456 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1295 1458
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1459 if (speed < 0.01f && type == PLAYER)
1460 speed = 0.01f;
1297 1461
1298 if(op->type == PLAYER) { 1462 if (type == PLAYER)
1299 float M,W,s,D,K,S,M2; 1463 {
1300
1301 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1305 */ 1468 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1307 M2=max_carry[op->stats.Str]/100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1308 W=weapon_weight/20000.0; 1471 float W = weapon_weight / 20000.f;
1309 s=2-weapon_speed/10.0; 1472 float s = 2 - weapon_speed / 10.f;
1310 D=(op->stats.Dex-14)/14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1475
1313 if(K<=0) K=0.01; 1476 K *= (4 + level) *1.2f / (6 + level);
1314 S=op->speed/(K*s); 1477
1478 if (K <= 0.f)
1479 K = 0.01f;
1480
1481 float S = speed / (K * s);
1482
1315 op->contr->weapon_sp=S; 1483 contr->weapon_sp = S;
1316 } 1484 }
1485
1317 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3; 1488 stats.dam = arch->clone.stats.dam * 3;
1321 1489
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1492 * so its value is the same.
1325 */ 1493 */
1326 if (wc>120) wc=120; 1494 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1328 op->stats.wc=wc; 1499 stats.wc = wc;
1329 1500
1330 if (ac>120) ac=120; 1501 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1332 op->stats.ac=ac; 1506 stats.ac = ac;
1333 1507
1334 /* if for some reason the creature doesn't have any move type, 1508 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1509 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1510 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1512 * one or the other.
1339 */ 1513 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1514 if (move_type == 0)
1515 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK;
1342 1518
1343 update_ob_speed(op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1344 1521
1345 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1523 * so we will check that now.
1347 */ 1524 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1349} 1534}
1350 1535
1351/* 1536/*
1352 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1541 * false otherwise.
1357 */ 1542 */
1358 1543int
1359int allowed_class(const object *op) { 1544allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1545{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1546 return op->stats.Dex > 0
1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1552 && op->stats.Cha > 0;
1363} 1553}
1364 1554
1365/* 1555/*
1366 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1560 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1561 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1562 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1563 * Please, anyone, write support for 'ext_title'.
1374 */ 1564 */
1565void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1566set_dragon_name (object *pl, const object *abil, const object *skin)
1567{
1376 int atnr=-1; /* attacknumber of highest level */ 1568 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1569 int level = 0; /* highest level */
1378 int i; 1570 int i;
1379 1571
1380 /* Perhaps do something more clever? */ 1572 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1573 if (!abil || !skin)
1382 1574 return;
1575
1383 /* first, look for the highest level */ 1576 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1577 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1578 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1579 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1580 {
1387 level = abil->resist[i]; 1581 level = abil->resist[i];
1388 atnr = i; 1582 atnr = i;
1389 } 1583 }
1390 } 1584 }
1391 1585
1392 /* now if there are equals at highest level, pick the one with focus, 1586 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1587 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1589 atnr = abil->stats.exp;
1397 1590
1398 level = (int)(level/5.); 1591 level = (int) (level / 5.);
1399 1592
1400 /* now set the new title */ 1593 /* now set the new title */
1401 if (pl->contr != NULL) { 1594 if (pl->contr != NULL)
1595 {
1402 if(level == 0) 1596 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1598 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1600 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1602 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1410 else {
1411 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 else 1604 else
1605 {
1606 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1611 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1613 }
1419 } 1614 }
1420 1615
1421 strcpy(pl->contr->own_title, ""); 1616 strcpy (pl->contr->own_title, "");
1422} 1617}
1423 1618
1424/* 1619/*
1425 * This function is called when a dragon-player gains 1620 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1621 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1622 * or change the ability-focus.
1428 */ 1623 */
1624void
1429void dragon_level_gain(object *who) { 1625dragon_level_gain (object *who)
1626{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1627 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1628 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1631
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1637 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1638 if (tmp->arch->name == dragon_ability_force)
1439 abil = tmp; 1639 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1640 else if (tmp->arch->name == dragon_skin_force)
1441 skin = tmp; 1641 skin = tmp;
1442 } 1642
1443 }
1444 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1644 if (abil == NULL)
1446 1645 return;
1646
1447 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1648 * New abilties can only be gained by surpassing this max level
1449 */ 1649 */
1450 if (who->level > abil->level) { 1650 if (who->level > abil->level)
1651 {
1451 /* increase our focused ability */ 1652 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1653 abil->resist[abil->stats.exp]++;
1453
1454 1654
1655
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1656 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1657 {
1456 /* time to hand out a new ability-gift */ 1658 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1659 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1660 }
1460 1661
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1662 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1663 {
1462 /* apply new ability focus */ 1664 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1665 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1666 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1667
1467 abil->stats.exp = abil->last_eat; 1668 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1669 abil->last_eat = 0;
1469 } 1670 }
1470 1671
1471 abil->level = who->level; 1672 abil->level = who->level;
1472 } 1673 }
1473 1674
1474 /* last but not least, set the new title for the dragon */ 1675 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1676 set_dragon_name (who, abil, skin);
1476} 1677}
1477 1678
1478/* Handy function - given the skill name skill_name, we find the skill 1679/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1680 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1681 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1682 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1683 * want to do something with it immediately.
1483 */ 1684 */
1685object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1686give_skill_by_name (object *op, const char *skill_name)
1485{ 1687{
1486 object *skill_obj; 1688 object *skill_obj;
1487 1689
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1691 if (!skill_obj)
1692 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1694 return NULL;
1492 } 1695 }
1493 /* clear the flag - exp goes into this bucket, but player 1696 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1697 * still doesn't know it.
1495 */ 1698 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1701 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1500 if (op->contr) { 1704 if (op->contr)
1705 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1709 }
1710
1504 return skill_obj; 1711 return skill_obj;
1505} 1712}
1506 1713
1507 1714
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1716 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1717 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1718 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1719 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1720 * (eg, skill)
1514 */ 1721 */
1722void
1515void player_lvl_adj(object *who, object *op) { 1723player_lvl_adj (object *who, object *op)
1724{
1516 char buf[MAX_BUF]; 1725 char buf[MAX_BUF];
1517 1726
1518 if(!op) /* when rolling stats */ 1727 if (!op) /* when rolling stats */
1519 op = who; 1728 op = who;
1520 1729
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 {
1522 op->level++; 1732 op->level++;
1523 1733
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1735 dragon_level_gain (who);
1526 1736
1527 /* Only roll these if it is the player (who) that gained the level */ 1737 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1738 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 }
1744
1745 who->update_stats ();
1746 if (op->level > 1)
1532 } 1747 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1748 if (op->type != PLAYER)
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 else
1539 sprintf(buf,"You are now level %d.",op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 }
1542 player_lvl_adj(who,op); /* To increase more levels */
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750 else
1751 sprintf (buf, "You are now level %d.", op->level);
1752 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 }
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 {
1759 op->level--;
1760 who->update_stats ();
1761 if (op->type != PLAYER)
1549 } 1762 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1767 }
1768
1552 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1771 esrv_update_spells (who->contr);
1554} 1772}
1555 1773
1556/* 1774/*
1557 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1776 * the given level. level should really never exceed max_level
1559 */ 1777 */
1560 1778
1779sint64
1561sint64 level_exp(int level,double expmul) { 1780level_exp (int level, double expmul)
1781{
1562 if (level > settings.max_level) 1782 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1564 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1565} 1786}
1566 1787
1567/* 1788/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1790 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1791 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1792 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1793 * this can now work on a much larger set of objects.
1573 */ 1794 */
1795void
1574void calc_perm_exp(object *op) 1796calc_perm_exp (object *op)
1575{ 1797{
1576 int p_exp_min; 1798 int p_exp_min;
1577 1799
1578 /* Ensure that our permanent experience minimum is met. 1800 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1801 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1802 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1803 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1804
1583 if (op->perm_exp < p_exp_min) 1805 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1806 op->perm_exp = p_exp_min;
1585 1807
1586 /* Cap permanent experience. */ 1808 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1809 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1810 op->perm_exp = 0;
1589 else if (op->perm_exp > MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1591} 1813}
1592
1593 1814
1594/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1817 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1819 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1820 * flag is what to do if the player doesn't have the skill:
1600 */ 1821 */
1601 1822static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1824{
1604 object *skill_obj = NULL; 1825 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1606 int i; 1827 int i;
1607 1828
1608 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1830 if (op->contr->braced)
1610 exp = exp / 5; 1831 exp /= 5;
1611 1832
1612 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1836 * the players inventory.
1616 */ 1837 */
1617 if (skill_name) 1838 if (skill_name)
1618 { 1839 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1841 skill_obj = op->chosen_skill;
1622 else 1842 else
1623 { 1843 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1844 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1846 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1847 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1848 break;
1630 } 1849 }
1631 1850
1650 exp_to_add = exp; 1869 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1870 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1871 if (exp_to_add > limit)
1653 exp_to_add = limit; 1872 exp_to_add = limit;
1654 1873
1655 ADD_EXP (op->stats.exp, 1874 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1875 if (settings.permanent_exp_ratio)
1659 { 1876 {
1660 ADD_EXP (op->perm_exp, 1877 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1878 calc_perm_exp (op);
1664 } 1879 }
1665 1880
1666 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1667 } 1882 }
1674 exp_to_add = limit; 1889 exp_to_add = limit;
1675 1890
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1891 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1892 if (settings.permanent_exp_ratio)
1678 { 1893 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1894 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1895 calc_perm_exp (skill_obj);
1682 } 1896 }
1683 1897
1684 player_lvl_adj (op, skill_obj); 1898 player_lvl_adj (op, skill_obj);
1685 } 1899 }
1691 * adjustments based on permanent exp and the like. 1905 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1906 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1907 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1908 * amount that should get subtract from the player.
1695 */ 1909 */
1910sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1911check_exp_loss (const object *op, sint64 exp)
1697{ 1912{
1698 sint64 del_exp; 1913 sint64 del_exp;
1699 1914
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1915 if (exp > op->stats.exp)
1916 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1917 if (settings.permanent_exp_ratio)
1918 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1920 if (del_exp < 0)
1921 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1922 if (exp > del_exp)
1923 exp = del_exp;
1705 } 1924 }
1706 return exp; 1925 return exp;
1707} 1926}
1708 1927
1928sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1929check_exp_adjust (const object *op, sint64 exp)
1710{ 1930{
1931 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1932 return check_exp_loss (op, exp);
1933 else
1712 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1935}
1714 1936
1715 1937
1716/* Subtracts experience from player. 1938/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1945 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1946 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1947 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1948 * a postive number.
1727 */ 1949 */
1950static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1951subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1952{
1730 float fraction = (float) exp/(float) op->stats.exp; 1953 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1954 object *tmp;
1732 sint64 del_exp; 1955 sint64 del_exp;
1733 1956
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1957 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1958 if (tmp->type == SKILL && tmp->stats.exp)
1959 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1961 {
1737 del_exp = check_exp_loss(tmp, exp); 1962 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1963 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1964 player_lvl_adj (op, tmp);
1965 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1966 else if (flag != SK_SUBTRACT_SKILL_EXP)
1967 {
1741 /* only want to process other skills if we are not trying 1968 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1969 * to match a specific skill.
1743 */ 1970 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1973 player_lvl_adj (op, tmp);
1747 } 1974 }
1748 } 1975 }
1976
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1978 {
1750 del_exp = check_exp_loss(op, exp); 1979 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1981 player_lvl_adj (op, NULL);
1753 } 1982 }
1754} 1983}
1755
1756
1757 1984
1758/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1987 *
1761 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1992 * these last two values are only used for players.
1766 */ 1993 */
1767 1994void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1996{
1770#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1999#endif
1776#endif
1777 2000
1778 /* safety */ 2001 /* safety */
1779 if(!op) { 2002 if (!op)
2003 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 2004 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 2005 return;
1782 } 2006 }
1783 2007
1784 /* if no change in exp, just return - most of the below code 2008 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 2009 * won't do anything if the value is 0 anyways.
1786 */ 2010 */
1787 if (exp == 0) return; 2011 if (exp == 0)
2012 return;
1788 2013
1789 /* Monsters are easy - we just adjust their exp - we 2014 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 2015 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 2016 * the exp they have - the monsters exp represents what its
1792 * worth. 2017 * worth.
1793 */ 2018 */
1794 if(op->type != PLAYER) { 2019 if (op->type != PLAYER)
2020 {
1795 /* Sanity check */ 2021 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2022 if (!QUERY_FLAG (op, FLAG_ALIVE))
2023 return;
1797 2024
1798 /* reset exp to max allowed value. We subtract from 2025 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 2027 * more than max exp, just return.
2028 */
2029 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2030 {
2031 exp = MAX_EXPERIENCE - op->stats.exp;
2032 if (exp < 0)
2033 return;
2034 }
2035
2036 op->stats.exp += exp;
2037 }
2038 else
2039 { /* Players only */
2040 if (exp > 0)
2041 add_player_exp (op, exp, skill_name, flag);
2042 else
2043 /* note that when you lose exp, it doesn't go against
2044 * a particular skill, so we don't need to pass that
2045 * along.
1801 */ 2046 */
1802 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 2048 }
1820} 2049}
1821 2050
1822/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 2054 */
1826 2055void
1827void apply_death_exp_penalty(object *op) { 2056apply_death_exp_penalty (object *op)
2057{
1828 object *tmp; 2058 object *tmp;
1829 sint64 loss; 2059 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 2062
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 2063 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 2064 if (tmp->type == SKILL && tmp->stats.exp)
2065 {
1835 2066
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2069
1839 /* With the revised exp system, you can get cases where 2070 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2071 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2072 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2073 * tables is a lot harder.
1843 */ 2074 */
1844 if (level_loss < 0) level_loss = 0; 2075 if (level_loss < 0)
2076 level_loss = 0;
1845 2077
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2079
1848 tmp->stats.exp -= loss; 2080 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2081 player_lvl_adj (op, tmp);
1850 } 2082 }
1851 2083
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2086 if (level_loss < 0)
2087 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2089
1857 op->stats.exp -= loss; 2090 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2091 player_lvl_adj (op, NULL);
1859} 2092}
1860 2093
1861/* This function takes an object (monster/player, op), and 2094/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2095 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2096 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2097 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2098 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2099 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2100 */
2101int
1868int did_make_save(const object *op, int level, int bonus) 2102did_make_save (const object *op, int level, int bonus)
1869{ 2103{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2104 if (level > MAX_SAVE_LEVEL)
2105 level = MAX_SAVE_LEVEL;
1871 2106
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2108 return 0;
2109
2110 return 1;
1875} 2111}
1876

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