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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 1.19 by root, Fri Dec 22 16:34:00 2006 UTC

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/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static 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, 34 -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 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static 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, 43 -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 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static 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, 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,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * 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 54 * (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 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const 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 78 -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}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const 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, 83 -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, 84 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 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const 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 92 -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}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const 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 96 -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}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const 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, 101 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 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* 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. 106 * 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 107 * 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 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const 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, 123 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,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 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}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -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}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 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}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 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, 176 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, 177 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, 178 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, 179 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, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 198 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.", 206 "You feel your memory return.",
215 "You feel your spirits return." 207 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
221 "You feel wiser.", 213 "You feel wiser.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.", 215 "You feel smarter.",
224 "You feel more potent." 216 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!", 223 "You look ugly!",
232 "You feel stupid!", 224 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!"
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 234};
243 235
244/* 236/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 238 * what attr is (STR to POW).
247 */ 239 */
248
249void 240void
250set_attr_value(living *stats,int attr,sint8 value) { 241set_attr_value (living *stats, int attr, sint8 value)
242{
251 switch(attr) { 243 switch (attr)
244 {
252 case STR: 245 case STR:
253 stats->Str=value; 246 stats->Str = value;
254 break; 247 break;
255 case DEX: 248 case DEX:
256 stats->Dex=value; 249 stats->Dex = value;
257 break; 250 break;
258 case CON: 251 case CON:
259 stats->Con=value; 252 stats->Con = value;
260 break; 253 break;
261 case WIS: 254 case WIS:
262 stats->Wis=value; 255 stats->Wis = value;
263 break; 256 break;
264 case POW: 257 case POW:
265 stats->Pow=value; 258 stats->Pow = value;
266 break; 259 break;
267 case CHA: 260 case CHA:
268 stats->Cha=value; 261 stats->Cha = value;
269 break; 262 break;
270 case INT: 263 case INT:
271 stats->Int=value; 264 stats->Int = value;
272 break; 265 break;
273 } 266 }
274} 267}
275 268
276/* 269/*
277 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 271 * is added to the specified stat.
279 */ 272 */
280
281void 273void
282change_attr_value(living *stats,int attr,sint8 value) { 274change_attr_value (living *stats, int attr, sint8 value)
275{
283 if (value==0) return; 276 if (value == 0)
277 return;
278
284 switch(attr) { 279 switch (attr)
280 {
285 case STR: 281 case STR:
286 stats->Str+=value; 282 stats->Str += value;
287 break; 283 break;
288 case DEX: 284 case DEX:
289 stats->Dex+=value; 285 stats->Dex += value;
290 break; 286 break;
291 case CON: 287 case CON:
292 stats->Con+=value; 288 stats->Con += value;
293 break; 289 break;
294 case WIS: 290 case WIS:
295 stats->Wis+=value; 291 stats->Wis += value;
296 break; 292 break;
297 case POW: 293 case POW:
298 stats->Pow+=value; 294 stats->Pow += value;
299 break; 295 break;
300 case CHA: 296 case CHA:
301 stats->Cha+=value; 297 stats->Cha += value;
302 break; 298 break;
303 case INT: 299 case INT:
304 stats->Int+=value; 300 stats->Int += value;
305 break; 301 break;
306 default: 302 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 304 }
309} 305}
310 306
311/* 307/*
312 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
313 */ 309 */
314 310
315sint8 311sint8
316get_attr_value(const living *stats,int attr) { 312get_attr_value (const living *stats, int attr)
313{
317 switch(attr) { 314 switch (attr)
318 case STR: 315 {
319 return(stats->Str); 316 case STR: return stats->Str;
320 case DEX: 317 case DEX: return stats->Dex;
321 return(stats->Dex); 318 case CON: return stats->Con;
322 case CON: 319 case WIS: return stats->Wis;
323 return(stats->Con); 320 case CHA: return stats->Cha;
324 case WIS: 321 case INT: return stats->Int;
325 return(stats->Wis); 322 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 } 323 }
324
333 return 0; 325 return 0;
334} 326}
335 327
336/* 328/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 330 * 1-30 stat limit.
339 */ 331 */
340 332
333void
341void check_stat_bounds(living *stats) { 334check_stat_bounds (living *stats)
335{
342 int i,v; 336 int i, v;
337
343 for(i=0;i<NUM_STATS;i++) 338 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 340 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 341 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 342 set_attr_value (stats, i, MIN_STAT);
348} 343}
349 344
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 346
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 350 */
356#define DIFF_MSG(flag, msg1, msg2) \ 351#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 353
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355
360/* flag is set to 1 if we are applying the object, -1 if we are removing 356/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 357 * the object.
362 * It is the calling functions responsibilty to check to see if the object 358 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 359 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 360 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 362 * 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 363 * 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 364 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 365 * that gives them that ability.
370 */ 366 */
367int
371int change_abil(object *op, object *tmp) { 368change_abil (object *op, object *tmp)
369{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 371 char message[MAX_BUF];
375 int potion_max=0; 372 int potion_max = 0;
376 373
377 /* remember what object was like before it was changed. note that 374 /* 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 375 * 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 376 * found by fix_player. refop is not a real object
380 */ 377 */
381 memcpy(&refop, op, sizeof(object)); 378 object_pod refop = *op;
382 379
383 if(op->type==PLAYER) { 380 if (op->type == PLAYER)
381 {
384 if (tmp->type==POTION) { 382 if (tmp->type == POTION)
383 {
385 potion_max=1; 384 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 385 for (j = 0; j < NUM_STATS; j++)
386 {
387 int nstat, ostat; 387 int nstat, ostat;
388 388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 390 i = get_attr_value (&(tmp->stats), j);
391 391
392 /* nstat is what the stat will be after use of the potion */ 392 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 393 nstat = flag * i + ostat;
394 394
395 /* Do some bounds checking. While I don't think any 395 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 397 * that adjust that stat by more than one point, so we need
398 * to allow for that. 398 * to allow for that.
399 */ 399 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 400 if (nstat < 1 && i * flag < 0)
401 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 405 }
404 if (nstat != ostat) { 406 if (nstat != ostat)
407 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 409 potion_max = 0;
407 } 410 }
408 else if (i) { 411 else if (i)
412 {
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 }
413 /* This section of code ups the characters normal stats also. I am not 417 /* 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 418 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 419 * recalculates this anyway.
416 */ 420 */
417 for(j=0;j<NUM_STATS;j++) 421 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 423 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 424 } /* end of potion handling code */
421 } 425 }
422 426
423 /* reset attributes that fix_player doesn't reset since it doesn't search 427 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 428 * everything to set
425 */ 429 */
426 if(flag == -1) { 430 if (flag == -1)
431 {
427 op->attacktype&=~tmp->attacktype; 432 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 433 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 434 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 435 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 436 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 437 * and not the other move_ fields.
433 */ 438 */
434 op->move_type &= ~tmp->move_type; 439 op->move_type &= ~tmp->move_type;
435 } 440 }
436 441
437 /* call fix_player since op object could have whatever attribute due 442 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 443 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 444 * change_ability then might as well call it from here
440 */ 445 */
441 fix_player(op); 446 op->update_stats ();
442 447
443 /* Fix player won't add the bows ability to the player, so don't 448 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 449 * print out message if this is a bow.
445 */ 450 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 {
447 success=1; 453 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 455 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 {
452 success=1; 458 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 460 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 {
457 success=1; 463 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 465 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 {
462 success=1; 468 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 470 }
466 /* movement type has changed. We don't care about cases where 471 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 472 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 473 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 474 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 475 * from fly high)
471 */ 476 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 477 if (tmp->move_type && op->move_type != refop.move_type)
478 {
473 success=1; 479 success = 1;
474 480
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 481 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 482 * status doesn't make a difference if you are flying high
477 */ 483 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 484 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 486 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 487 }
481 488
482 if (tmp->move_type & MOVE_FLY_HIGH) { 489 if (tmp->move_type & MOVE_FLY_HIGH)
490 {
483 /* double conditional - second case covers if you have move_fly_low - 491 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 492 * in that case, you don't actually land
485 */ 493 */
486 DIFF_MSG(flag, "You soar into the air air!.", 494 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 495 (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 } 496 }
490 if (tmp->move_type & MOVE_SWIM) 497 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 499
493 /* Changing move status may mean you are affected by things you weren't before */ 500 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 501 check_move_on (op, op);
495 } 502 }
496 503
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 504 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 505 * originally undead may change their status
499 */ 506 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
509 {
502 success=1; 510 success = 1;
503 if(flag>0) { 511 if (flag > 0)
512 {
504 op->race = "undead"; 513 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 }
506 } else { 516 else
517 {
507 op->race = op->arch->clone.race; 518 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 }
521 }
522
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 {
525 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 }
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 {
530 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 }
533 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision
535 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 {
538 success = 1;
539 if (flag > 0)
540 {
541 if (QUERY_FLAG (op, FLAG_WIZ))
542 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543 else
544 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND);
547 if (op->type == PLAYER)
548 op->contr->do_los = 1;
509 } 549 }
510 } 550 }
511 551 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 552 {
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)) 553 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 554 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 555 else
556 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 558 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 559 if (op->type == PLAYER)
532 op->contr->do_los=1; 560 op->contr->do_los = 1;
533 } 561 }
534 } else { 562 }
563 }
564
565 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
566 {
567 success = 1;
568 if (op->type == PLAYER)
569 op->contr->do_los = 1;
570 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 }
572
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
574 {
575 success = 1;
576 if (flag > 0)
577 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 578 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 579 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 580 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 581 {
539 CLEAR_FLAG(op,FLAG_BLIND); 582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 583 if (op->type == PLAYER)
541 op->contr->do_los=1; 584 op->contr->do_los = 1;
542 } 585 }
543 } 586 }
544 } 587 else
545 588 {
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)) 589 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 591 else
592 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 594 if (op->type == PLAYER)
561 op->contr->do_los=1; 595 op->contr->do_los = 1;
562 } 596 }
563 } else { 597 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 598 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 599
600 if (tmp->stats.luck)
601 {
602 success = 1;
603 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
604 }
605
606 if (tmp->stats.hp && op->type == PLAYER)
607 {
608 success = 1;
609 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
610 }
611
612 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
613 {
614 success = 1;
615 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
616 }
617
618 /* for the future when artifacts set this -b.t. */
619 if (tmp->stats.grace && op->type == PLAYER)
620 {
621 success = 1;
622 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
623 }
624
625 if (tmp->stats.food && op->type == PLAYER)
626 {
627 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 }
630
631 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++)
633 {
634 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */
636
637 if (op->resist[i] != refop.resist[i])
638 {
639 success = 1;
640 if (op->resist[i] > refop.resist[i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 642 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 644
569 op->contr->do_los=1; 645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 }
647 }
648
649 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++)
652 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 {
655 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 657 }
571 } 658 }
572 } 659 }
573
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; 660 return success;
630} 661}
631 662
632/* 663/*
633 * Stat draining by Vick 930307 664 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 665 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 666 */
636 667
637void drain_stat(object *op) { 668void
669object::drain_stat ()
670{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 671 drain_specific_stat (RANDOM () % NUM_STATS);
639} 672}
640 673
674void
641void drain_specific_stat(object *op, int deplete_stats) { 675object::drain_specific_stat (int deplete_stats)
676{
642 object *tmp; 677 object *tmp;
643 archetype *at; 678 archetype *at;
644 679
645 at = find_archetype(ARCH_DEPLETION); 680 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 681 if (!at)
682 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 683 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 684 return;
685 }
649 } else { 686 else
687 {
650 tmp = present_arch_in_ob(at, op); 688 tmp = present_arch_in_ob (at, this);
689
651 if (!tmp) { 690 if (!tmp)
691 {
652 tmp = arch_to_object(at); 692 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 693 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 694 SET_FLAG (tmp, FLAG_APPLIED);
655 } 695 }
656 } 696 }
657 697
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 698 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 699 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 700 update_stats ();
661} 701}
662 702
663/* 703/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 704 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 705 * via an applied bad_luck object.
666 */ 706 */
667 707void
668void change_luck(object *op, int value) { 708object::change_luck (int value)
669 object *tmp; 709{
670 archetype *at; 710 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 711 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 712 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 713 else
714 {
677 tmp = present_arch_in_ob(at, op); 715 object *tmp = present_arch_in_ob (at, this);
716
678 if (!tmp) { 717 if (!tmp)
718 {
719 if (!value)
720 return;
721
722 tmp = arch_to_object (at);
723 tmp = insert_ob_in_ob (tmp, this);
724 SET_FLAG (tmp, FLAG_APPLIED);
725 }
726
679 if (!value) 727 if (value)
680 return; 728 {
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 729 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 730 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 731 * in op itself).
689 */ 732 */
690 new_luck = tmp->stats.luck+value; 733 int new_luck = tmp->stats.luck + value;
734
691 if (new_luck >= -100 && new_luck <= 100) { 735 if (new_luck >= -100 && new_luck <= 100)
736 {
692 op->stats.luck+=value; 737 stats.luck += value;
693 tmp->stats.luck = new_luck; 738 tmp->stats.luck = new_luck;
739 }
694 } 740 }
695 } else { 741 else
742 {
696 if (!tmp->stats.luck) { 743 if (!tmp->stats.luck)
697 return; 744 return;
698 } 745
699 /* Randomly change the players luck. Basically, we move it 746 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 747 * back neutral (if greater>0, subtract, otherwise add)
701 */ 748 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
750 {
703 int diff = tmp->stats.luck>0?-1:1; 751 int diff = tmp->stats.luck > 0 ? -1 : 1;
752
704 op->stats.luck += diff; 753 stats.luck += diff;
705 tmp->stats.luck += diff; 754 tmp->stats.luck += diff;
755 }
706 } 756 }
707 }
708 } 757 }
709} 758}
710 759
711/* 760/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 761 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 762 */
714 763void
715void remove_statbonus(object *op) { 764object::remove_statbonus ()
765{
716 op->stats.Str -= op->arch->clone.stats.Str; 766 stats.Str -= arch->clone.stats.Str;
717 op->stats.Dex -= op->arch->clone.stats.Dex; 767 stats.Dex -= arch->clone.stats.Dex;
718 op->stats.Con -= op->arch->clone.stats.Con; 768 stats.Con -= arch->clone.stats.Con;
719 op->stats.Wis -= op->arch->clone.stats.Wis; 769 stats.Wis -= arch->clone.stats.Wis;
720 op->stats.Pow -= op->arch->clone.stats.Pow; 770 stats.Pow -= arch->clone.stats.Pow;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 771 stats.Cha -= arch->clone.stats.Cha;
722 op->stats.Int -= op->arch->clone.stats.Int; 772 stats.Int -= arch->clone.stats.Int;
773
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 774 contr->orig_stats.Str -= arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 776 contr->orig_stats.Con -= arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 780 contr->orig_stats.Int -= arch->clone.stats.Int;
730} 781}
731 782
732/* 783/*
733 * Adds stat-bonuses given by the class which the player has chosen. 784 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 785 */
735 786void
736void add_statbonus(object *op) { 787object::add_statbonus ()
788{
737 op->stats.Str += op->arch->clone.stats.Str; 789 stats.Str += arch->clone.stats.Str;
738 op->stats.Dex += op->arch->clone.stats.Dex; 790 stats.Dex += arch->clone.stats.Dex;
739 op->stats.Con += op->arch->clone.stats.Con; 791 stats.Con += arch->clone.stats.Con;
740 op->stats.Wis += op->arch->clone.stats.Wis; 792 stats.Wis += arch->clone.stats.Wis;
741 op->stats.Pow += op->arch->clone.stats.Pow; 793 stats.Pow += arch->clone.stats.Pow;
742 op->stats.Cha += op->arch->clone.stats.Cha; 794 stats.Cha += arch->clone.stats.Cha;
743 op->stats.Int += op->arch->clone.stats.Int; 795 stats.Int += arch->clone.stats.Int;
796
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 797 contr->orig_stats.Str += arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 798 contr->orig_stats.Dex += arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 799 contr->orig_stats.Con += arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 800 contr->orig_stats.Wis += arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 801 contr->orig_stats.Pow += arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 802 contr->orig_stats.Cha += arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 803 contr->orig_stats.Int += arch->clone.stats.Int;
751} 804}
752 805
753/* 806/*
754 * Updates all abilities given by applied objects in the inventory 807 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 808 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 809 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 810 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 811 * and then adjusts them according to what the player has equipped.
759 */ 812 */
813
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 814/* July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 815 spell system split, grace points now added to system --peterm
762 */ 816 */
763 817
764void fix_player(object *op) { 818void
819object::update_stats ()
820{
765 int i,j; 821 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 822 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; 823 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
771 827
772 /* First task is to clear all the values back to their original values */ 828 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 829 if (type == PLAYER)
830 {
774 for(i=0;i<NUM_STATS;i++) { 831 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
776 } 833
777 if (settings.spell_encumbrance == TRUE) 834 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 835 contr->encumbrance = 0;
779 836
780 op->attacktype=0; 837 attacktype = 0;
781 op->contr->digestion = 0; 838 contr->digestion = 0;
782 op->contr->gen_hp = 0; 839 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 840 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 841 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 842 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 843 contr->item_power = 0;
787 844
788 /* Don't clobber all the range_ values. range_golem otherwise 845 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset 846 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below 847 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped. 848 * well get filled in based on what the player has equipped.
792 */ 849 */
793 op->contr->ranges[range_bow] = NULL; 850 contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL; 851 contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL; 852 contr->ranges[range_skill] = NULL;
796 } 853 }
854
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 855 memcpy (body_used, body_info, sizeof (body_info));
798 856
799 op->slaying = 0; 857 slaying = 0;
800 858
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 859 if (!QUERY_FLAG (this, FLAG_WIZ))
860 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 861 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 862 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 863 }
805 864
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 865 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 866 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 867 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);
817 868
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873
818 op->path_attuned=op->arch->clone.path_attuned; 874 path_attuned = arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 875 path_repelled = arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 876 path_denied = arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 877 glow_radius = arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 878 move_type = arch->clone.move_type;
823 op->chosen_skill = NULL; 879 chosen_skill = NULL;
824 880
825 /* initializing resistances from the values in player/monster's 881 /* initializing resistances from the values in player/monster's
826 * archetype clone 882 * archetype clone
827 */ 883 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 884 memcpy (&resist, &arch->clone.resist, sizeof (resist));
829 885
830 for (i=0;i<NROFATTACKS;i++) { 886 for (i = 0; i < NROFATTACKS; i++)
887 {
831 if (op->resist[i] > 0) 888 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 889 prot[i] = resist[i], vuln[i] = 0;
833 else 890 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 891 vuln[i] = -(resist[i]), prot[i] = 0;
835 potion_resist[i]=0; 892 potion_resist[i] = 0;
836 } 893 }
837 894
838 wc=op->arch->clone.stats.wc; 895 wc = arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 896 stats.dam = arch->clone.stats.dam;
840 897
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 898 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 899 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 900 * 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, 901 * 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 902 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 903 * that their protection from physical goes down
847 */ 904 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 907 ac = MAX (-10, arch->clone.stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 909 }
852 else 910 else
853 ac=op->arch->clone.stats.ac; 911 ac = arch->clone.stats.ac;
854 912
855 op->stats.luck=op->arch->clone.stats.luck; 913 stats.luck = arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 914 speed = arch->clone.speed;
857 915
858 /* OK - we've reset most all the objects attributes to sane values. 916 /* 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. 917 * now go through and make adjustments for what the player has equipped.
860 */ 918 */
861 919
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 920 for (tmp = inv; tmp; tmp = tmp->below)
921 {
863 /* See note in map.c:update_position about making this additive 922 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 923 * since light sources are never applied, need to put check here.
865 */ 924 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
867 927
868 /* This happens because apply_potion calls change_abil with the potion 928 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 929 * applied so we can tell the player what chagned. But change_abil
870 * then calls this function. 930 * then calls this function.
871 */ 931 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 933 continue;
874 }
875 934
876 /* For some things, we don't care what is equipped */ 935 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 936 if (tmp->type == SKILL)
937 {
878 /* Want to take the highest skill here. */ 938 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 939 if (IS_MANA_SKILL (tmp->subtype))
940 {
880 if (!mana_obj) mana_obj=tmp; 941 if (!mana_obj)
942 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 943 else if (tmp->level > mana_obj->level)
944 mana_obj = tmp;
882 } 945 }
946
883 if (IS_GRACE_SKILL(tmp->subtype)) { 947 if (IS_GRACE_SKILL (tmp->subtype))
948 {
884 if (!grace_obj) grace_obj=tmp; 949 if (!grace_obj)
950 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 951 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp;
886 } 953 }
887 } 954 }
888 955
889 /* Container objects are not meant to adjust a players, but other applied 956 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 957 * objects need to make adjustments.
891 * This block should handle all player specific changes 958 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 959 * 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. 960 * 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, 961 * 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 962 * because the skill shouldn't count against body positions being used
896 * up, etc. 963 * up, etc.
897 */ 964 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 {
900 if(op->type==PLAYER) { 968 if (type == PLAYER)
969 {
901 if (tmp->type == BOW) 970 if (tmp->type == BOW)
902 op->contr->ranges[range_bow] = tmp; 971 contr->ranges[range_bow] = tmp;
903 972
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
905 op->contr->ranges[range_misc] = tmp; 974 contr->ranges[range_misc] = tmp;
906 975
907 for(i=0;i<NUM_STATS;i++) 976 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
909 978
910 /* these are the items that currently can change digestion, regeneration, 979 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 980 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 981 * list, but other items store other info into stats array.
913 */ 982 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 983 if ((tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 985 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) { 990 (tmp->type == SKILL))
991 {
922 op->contr->digestion += tmp->stats.food; 992 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 993 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 994 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 995 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 996 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 997 contr->item_power += tmp->item_power;
928 } 998 }
929 } /* if this is a player */ 999 } /* if this is a player */
930 1000
931 /* Update slots used for items */ 1001 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1002 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i]; 1004 body_used[i] += tmp->body_info[i];
1005
1006 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
935 } 1011 }
936 1012
937 if(tmp->type==SYMPTOM) {
938 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated extactly like positive.)
944 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1017 */
947 if (tmp->type != POTION) { 1018 if (tmp->type != POTION)
1019 {
948 for (i=0; i<NROFATTACKS; i++) { 1020 for (i = 0; i < NROFATTACKS; i++)
1021 {
949 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialized to zero.
951 */ 1024 */
952 if (tmp->type==POTION_EFFECT) { 1025 if (tmp->type == POTION_EFFECT)
1026 {
953 if (potion_resist[i]) 1027 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 1029 else
956 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
957 } 1031 }
958 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
962 } 1036 }
963 } 1037 }
964 1038
965 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype; 1041 attacktype |= tmp->attacktype;
968 1042
969 op->path_attuned|=tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 1045 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck; 1046 stats.luck += tmp->stats.luck;
973 op->move_type |= tmp->move_type; 1047 move_type |= tmp->move_type;
974 1048
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
982 1056
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
985 1059
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 {
987 SET_FLAG(op,FLAG_MAKE_INVIS); 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
988 op->invisible=1; 1063 invisible = 1;
989 } 1064 }
990 1065
991 if(tmp->stats.exp && tmp->type!=SKILL) { 1066 if (tmp->stats.exp && tmp->type != SKILL)
1067 {
992 if(tmp->stats.exp > 0) { 1068 if (tmp->stats.exp > 0)
1069 {
993 added_speed+=(float)tmp->stats.exp/3.0; 1070 added_speed += (float) tmp->stats.exp / 3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1072 }
995 } else 1073 else
996 added_speed+=(float)tmp->stats.exp; 1074 added_speed += (float) tmp->stats.exp;
997 } 1075 }
998 1076
999 switch(tmp->type) { 1077 switch (tmp->type)
1078 {
1000 /* skills modifying the character -b.t. */ 1079 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1080 /* for all skills and skill granting objects */
1002 case SKILL: 1081 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1082 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; 1083 break;
1032 1084
1033 case SKILL_TOOL: 1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1034 if (op->chosen_skill) { 1088 if (chosen_skill)
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036 } 1090
1037 op->chosen_skill = tmp; 1091 chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041 1092
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) 1093 if (tmp->stats.dam > 0)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1094 { /* skill is a 'weapon' */
1056 if(tmp->stats.ac) 1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1057 ac-=(tmp->stats.ac+tmp->magic); 1096 weapon_speed = (int) WEAPON_SPEED (tmp);
1058 break;
1059 1097
1060 case WEAPON: 1098 if (weapon_speed < 0)
1061 wc-=(tmp->stats.wc+tmp->magic); 1099 weapon_speed = 0;
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1100
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight; 1101 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1067 if(weapon_speed<0) weapon_speed=0;
1068 op->slaying = tmp->slaying;
1069 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should
1071 * go.
1072 */
1073 op->current_weapon = tmp;
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077 1103
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;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) { 1104 if (tmp->magic)
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; 1105 stats.dam += tmp->magic;
1090 } 1106 }
1107
1108 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic);
1110
1111 if (tmp->slaying != NULL)
1112 slaying = tmp->slaying;
1113
1091 if(tmp->stats.ac) { 1114 if (tmp->stats.ac)
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; 1115 ac -= (tmp->stats.ac + tmp->magic);
1098 } 1116
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1117 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1118 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1119
1102 max=ARMOUR_SPEED(tmp)/10.0; 1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1103 break; 1123 break;
1124
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break;
1134
1135 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000;
1138 case RING:
1139 case AMULET:
1140 case GIRDLE:
1141 case HELMET:
1142 case BOOTS:
1143 case GLOVES:
1144 case CLOAK:
1145 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic);
1147
1148 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic);
1150
1151 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic);
1153
1154 break;
1155
1156 case WEAPON:
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic;
1161
1162 stats.dam += (tmp->stats.dam + tmp->magic);
1163 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165
1166 if (weapon_speed < 0)
1167 weapon_speed = 0;
1168
1169 slaying = tmp->slaying;
1170 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should
1172 * go.
1173 */
1174 current_weapon = tmp;
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1177
1178 break;
1179
1180 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000;
1183
1184 case BRACERS:
1185 case FORCE:
1186 if (tmp->stats.wc)
1187 {
1188 if (best_wc < tmp->stats.wc + tmp->magic)
1189 {
1190 wc += best_wc;
1191 best_wc = tmp->stats.wc + tmp->magic;
1192 }
1193 else
1194 wc += tmp->stats.wc + tmp->magic;
1195 }
1196
1197 if (tmp->stats.ac)
1198 {
1199 if (best_ac < tmp->stats.ac + tmp->magic)
1200 {
1201 ac += best_ac; /* Remove last bonus */
1202 best_ac = tmp->stats.ac + tmp->magic;
1203 }
1204 else /* To nullify the below effect */
1205 ac += tmp->stats.ac + tmp->magic;
1206 }
1207
1208 if (tmp->stats.wc)
1209 wc -= (tmp->stats.wc + tmp->magic);
1210
1211 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic);
1213
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0;
1216
1217 break;
1104 } /* switch tmp->type */ 1218 } /* switch tmp->type */
1105 } /* item is equipped */ 1219 } /* item is equipped */
1106 } /* for loop of items */ 1220 } /* for loop of items */
1107 1221
1108 /* We've gone through all the objects the player has equipped. For many things, we 1222 /* 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. 1223 * have generated intermediate values which we now need to assign.
1110 */ 1224 */
1111 1225
1112 /* 'total resistance = total protections - total vulnerabilities'. 1226 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1227 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1228 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1229 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1230 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1231 */
1118 for (i=0; i<NROFATTACKS; i++) { 1232 for (i = 0; i < NROFATTACKS; i++)
1233 {
1119 op->resist[i] = prot[i] - vuln[i]; 1234 resist[i] = prot[i] - vuln[i];
1235
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1236 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]; 1237 resist[i] = potion_resist[i];
1123 } 1238 }
1124 1239
1125 /* Figure out the players sp/mana/hp totals. */ 1240 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1241 if (type == PLAYER)
1242 {
1127 int pl_level; 1243 int pl_level;
1128 1244
1129 check_stat_bounds(&(op->stats)); 1245 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1246 pl_level = level;
1131 1247
1248 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1250
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1251 /* 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. 1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1253 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1255 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1258 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1140 if (con_bonus[op->stats.Con]>0) 1260 if (con_bonus[stats.Con] > 0)
1141 j++; 1261 j++;
1142 else 1262 else
1143 j--; 1263 j--;
1144 } 1264 }
1265
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1267 }
1147 1268
1148 for(i=11;i<=op->level;i++) 1269 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1270 stats.maxhp += 2;
1150 1271
1151 if(op->stats.hp>op->stats.maxhp) 1272 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1273 stats.hp = stats.maxhp;
1153 1274
1154 /* Sp gain is controlled by the level of the player's 1275 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1276 * relevant experience object (mana_obj, see above)
1156 */ 1277 */
1157 /* following happen when skills system is not used */ 1278 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1279 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1280 mana_obj = this;
1281
1282 if (!grace_obj)
1283 grace_obj = this;
1284
1160 /* set maxsp */ 1285 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1286 if (!mana_obj || !mana_obj->level || type != PLAYER)
1287 mana_obj = this;
1162 1288
1163 if (mana_obj == op && op->type == PLAYER) { 1289 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1290 stats.maxsp = 1;
1165 } else { 1291 else
1292 {
1166 sp_tmp=0.0; 1293 sp_tmp = 0.0;
1294
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1168 float stmp; 1297 float stmp;
1169 1298
1170 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1171 if(i<2) { 1300 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1302 else
1175 stmp=(float)op->contr->levsp[i] 1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1304
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1180 sp_tmp+=stmp; 1308 sp_tmp += stmp;
1181 } 1309 }
1310
1182 op->stats.maxsp=(int)sp_tmp; 1311 stats.maxsp = (int) sp_tmp;
1183 1312
1184 for(i=11;i<=mana_obj->level;i++) 1313 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1314 stats.maxsp += 2;
1186 } 1315 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1316 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1317 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1318 stats.sp = stats.maxsp * 2;
1190 1319
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1320 /* 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; 1321 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this;
1193 1323
1194 if (grace_obj == op && op->type == PLAYER) { 1324 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1325 stats.maxgrace = 1;
1196 } else { 1326 else
1327 {
1197 /* store grace in a float - this way, the divisions below don't create 1328 /* 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 1329 * 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 1330 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1331 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1332 */
1202 sp_tmp=0.0; 1333 sp_tmp = 0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 {
1204 float grace_tmp=0.0; 1336 float grace_tmp = 0.0;
1205 1337
1206 /* Got some extra bonus at first level */ 1338 /* Got some extra bonus at first level */
1207 if(i<2) { 1339 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1210 } else { 1342 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1343 grace_tmp = (float) contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] + 1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1345
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1216 sp_tmp+=grace_tmp; 1349 sp_tmp += grace_tmp;
1217 } 1350 }
1351
1218 op->stats.maxgrace=(int)sp_tmp; 1352 stats.maxgrace = (int) sp_tmp;
1219 1353
1220 /* two grace points per level after 11 */ 1354 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1355 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1356 stats.maxgrace += 2;
1223 } 1357 }
1224 /* No limit on grace vs maxgrace */ 1358 /* No limit on grace vs maxgrace */
1225 1359
1226 if(op->contr->braced) { 1360 if (contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1361 {
1362 ac += 2;
1363 wc += 4;
1364 }
1230 else 1365 else
1231 ac-=dex_bonus[op->stats.Dex]; 1366 ac -= dex_bonus[stats.Dex];
1232 1367
1233 /* In new exp/skills system, wc bonuses are related to 1368 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1369 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1370 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1371 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1372 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1373 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1374 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1375 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1376 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1377 * monster bonus the same as before. -b.t.
1243 */ 1378 */
1244 1379
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1380 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) { 1383 for (i = 1; i < wc_obj->level; i++)
1384 {
1248 /* addtional wc every 6 levels */ 1385 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--; 1386 if (!(i % 6))
1387 wc--;
1250 /* addtional dam every 4 levels. */ 1388 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1253 } 1391 }
1392 }
1254 } else 1393 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1394 wc -= (level + thaco_bonus[stats.Str]);
1256 1395
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1396 stats.dam += dam_bonus[stats.Str];
1258 1397
1259 if(op->stats.dam<1) 1398 if (stats.dam < 1)
1260 op->stats.dam=1; 1399 stats.dam = 1;
1261 1400
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1401 speed = 1.0 + speed_bonus[stats.Dex];
1402
1263 if (settings.search_items && op->contr->search_str[0]) 1403 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1404 speed -= 1;
1405
1265 if (op->attacktype==0) 1406 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1407 attacktype = arch->clone.attacktype;
1267 1408
1268 } /* End if player */ 1409 } /* End if player */
1269 1410
1270 if(added_speed>=0) 1411 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1412 speed += added_speed / 10.0;
1272 else /* Something wrong here...: */ 1413 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1414 speed /= (float) (1.0 - added_speed);
1274 1415
1275 /* Max is determined by armour */ 1416 /* Max is determined by armour */
1276 if(op->speed>max) 1417 if (speed > max)
1277 op->speed=max; 1418 speed = max;
1278 1419
1279 if(op->type == PLAYER) { 1420 if (type == PLAYER)
1421 {
1280 /* f is a number the represents the number of kg above (positive num) 1422 /* 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 1423 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1424 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1425 * much above he is, and what is max carry is
1284 */ 1426 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1427 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1429 speed = speed / (1.0 + f / max_carry[stats.Str]);
1287 } 1430 }
1288 1431
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1432 speed += bonus_speed / 10.0; /* Not affected by limits */
1290 1433
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1434 /* 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. 1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1436 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1437 speed = speed * speed_reduce_from_disease;
1295 1438
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1439 if (speed < 0.01 && type == PLAYER)
1440 speed = 0.01;
1297 1441
1298 if(op->type == PLAYER) { 1442 if (type == PLAYER)
1443 {
1299 float M,W,s,D,K,S,M2; 1444 float M, W, s, D, K, S, M2;
1300 1445
1301 /* (This formula was made by vidarl@ifi.uio.no) 1446 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1447 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1448 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1449 * that would just be a real pain to read.
1305 */ 1450 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1451 M = (max_carry[stats.Str] - 121) / 121.0;
1307 M2=max_carry[op->stats.Str]/100.0; 1452 M2 = max_carry[stats.Str] / 100.0;
1308 W=weapon_weight/20000.0; 1453 W = weapon_weight / 20000.0;
1309 s=2-weapon_speed/10.0; 1454 s = 2 - weapon_speed / 10.0;
1310 D=(op->stats.Dex-14)/14.0; 1455 D = (stats.Dex - 14) / 14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1457 K *= (4 + level) / (float) (6 + level) * 1.2;
1313 if(K<=0) K=0.01; 1458 if (K <= 0)
1459 K = 0.01;
1314 S=op->speed/(K*s); 1460 S = speed / (K * s);
1315 op->contr->weapon_sp=S; 1461 contr->weapon_sp = S;
1316 } 1462 }
1463
1317 /* I want to limit the power of small monsters with big weapons: */ 1464 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1465 if (type != PLAYER && arch != NULL && 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; 1466 stats.dam = arch->clone.stats.dam * 3;
1321 1467
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1468 /* 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, 1469 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1470 * so its value is the same.
1325 */ 1471 */
1326 if (wc>120) wc=120; 1472 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1328 op->stats.wc=wc; 1477 stats.wc = wc;
1329 1478
1330 if (ac>120) ac=120; 1479 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1332 op->stats.ac=ac; 1484 stats.ac = ac;
1333 1485
1334 /* if for some reason the creature doesn't have any move type, 1486 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1487 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1488 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1489 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1490 * one or the other.
1339 */ 1491 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1492 if (move_type == 0)
1493 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK;
1342 1496
1343 update_ob_speed(op); 1497 update_ob_speed (this);
1344 1498
1345 /* It is quite possible that a player's spell costing might have changed, 1499 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1500 * so we will check that now.
1347 */ 1501 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1502 if (type == PLAYER)
1503 {
1504 esrv_update_stats (contr);
1505 esrv_update_spells (contr);
1506 }
1349} 1507}
1350 1508
1351/* 1509/*
1352 * Returns true if the given player is a legal class. 1510 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1511 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1512 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1513 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1514 * false otherwise.
1357 */ 1515 */
1358 1516int
1359int allowed_class(const object *op) { 1517allowed_class (const object *op)
1518{
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1362 op->stats.Cha>0;
1363} 1521}
1364 1522
1365/* 1523/*
1366 * set the new dragon name after gaining levels or 1524 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1525 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1528 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1529 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1530 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1531 * Please, anyone, write support for 'ext_title'.
1374 */ 1532 */
1533void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1534set_dragon_name (object *pl, const object *abil, const object *skin)
1535{
1376 int atnr=-1; /* attacknumber of highest level */ 1536 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1537 int level = 0; /* highest level */
1378 int i; 1538 int i;
1379 1539
1380 /* Perhaps do something more clever? */ 1540 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1541 if (!abil || !skin)
1382 1542 return;
1543
1383 /* first, look for the highest level */ 1544 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1545 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1546 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1547 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1548 {
1387 level = abil->resist[i]; 1549 level = abil->resist[i];
1388 atnr = i; 1550 atnr = i;
1389 } 1551 }
1390 } 1552 }
1391 1553
1392 /* now if there are equals at highest level, pick the one with focus, 1554 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1555 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1556 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; 1557 atnr = abil->stats.exp;
1397 1558
1398 level = (int)(level/5.); 1559 level = (int) (level / 5.);
1399 1560
1400 /* now set the new title */ 1561 /* now set the new title */
1401 if (pl->contr != NULL) { 1562 if (pl->contr != NULL)
1563 {
1402 if(level == 0) 1564 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1566 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1568 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1570 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1571 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 1572 else
1573 {
1574 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1579 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1581 }
1419 } 1582 }
1420 1583
1421 strcpy(pl->contr->own_title, ""); 1584 strcpy (pl->contr->own_title, "");
1422} 1585}
1423 1586
1424/* 1587/*
1425 * This function is called when a dragon-player gains 1588 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1589 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1590 * or change the ability-focus.
1428 */ 1591 */
1592void
1429void dragon_level_gain(object *who) { 1593dragon_level_gain (object *who)
1594{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1595 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1596 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1597 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1598 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1599
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1600 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1602 {
1437 if (tmp->type == FORCE) { 1603 if (tmp->type == FORCE)
1604 {
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1439 abil = tmp; 1606 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1441 skin = tmp; 1608 skin = tmp;
1442 } 1609 }
1443 } 1610 }
1444 /* if the force is missing -> bail out */ 1611 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1612 if (abil == NULL)
1446 1613 return;
1614
1447 /* The ability_force keeps track of maximum level ever achieved. 1615 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1616 * New abilties can only be gained by surpassing this max level
1449 */ 1617 */
1450 if (who->level > abil->level) { 1618 if (who->level > abil->level)
1619 {
1451 /* increase our focused ability */ 1620 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1621 abil->resist[abil->stats.exp]++;
1453
1454 1622
1623
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1624 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1625 {
1456 /* time to hand out a new ability-gift */ 1626 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1627 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 } 1628 }
1460 1629
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1630 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1631 {
1462 /* apply new ability focus */ 1632 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1633 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); 1634 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1635
1467 abil->stats.exp = abil->last_eat; 1636 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1637 abil->last_eat = 0;
1469 } 1638 }
1470 1639
1471 abil->level = who->level; 1640 abil->level = who->level;
1472 } 1641 }
1473 1642
1474 /* last but not least, set the new title for the dragon */ 1643 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1644 set_dragon_name (who, abil, skin);
1476} 1645}
1477 1646
1478/* Handy function - given the skill name skill_name, we find the skill 1647/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1648 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1649 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1650 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1651 * want to do something with it immediately.
1483 */ 1652 */
1653object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1654give_skill_by_name (object *op, const char *skill_name)
1485{ 1655{
1486 object *skill_obj; 1656 object *skill_obj;
1487 1657
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1659 if (!skill_obj)
1660 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1662 return NULL;
1492 } 1663 }
1493 /* clear the flag - exp goes into this bucket, but player 1664 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1665 * still doesn't know it.
1495 */ 1666 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1668 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1669 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1670 insert_ob_in_ob (skill_obj, op);
1500 if (op->contr) { 1671 if (op->contr)
1672 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1674 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1503 } 1675 }
1504 return skill_obj; 1676 return skill_obj;
1505} 1677}
1506 1678
1507 1679
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1680/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1681 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1682 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1683 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1684 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1685 * (eg, skill)
1514 */ 1686 */
1687void
1515void player_lvl_adj(object *who, object *op) { 1688player_lvl_adj (object *who, object *op)
1689{
1516 char buf[MAX_BUF]; 1690 char buf[MAX_BUF];
1517 1691
1518 if(!op) /* when rolling stats */ 1692 if (!op) /* when rolling stats */
1519 op = who; 1693 op = who;
1520 1694
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 {
1522 op->level++; 1697 op->level++;
1523 1698
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1700 dragon_level_gain (who);
1526 1701
1527 /* Only roll these if it is the player (who) that gained the level */ 1702 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1703 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1705 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); 1706 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; 1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 }
1709
1710 who->update_stats ();
1711 if (op->level > 1)
1532 } 1712 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1713 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); 1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1715 else
1716 sprintf (buf, "You are now level %d.", op->level);
1717 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 }
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 {
1724 op->level--;
1725 who->update_stats ();
1726 if (op->type != PLAYER)
1549 } 1727 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1731 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1732 }
1733
1552 /* check if the spell data has changed */ 1734 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1736 esrv_update_spells (who->contr);
1554} 1737}
1555 1738
1556/* 1739/*
1557 * Returns how much experience is needed for a player to become 1740 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1741 * the given level. level should really never exceed max_level
1559 */ 1742 */
1560 1743
1744sint64
1561sint64 level_exp(int level,double expmul) { 1745level_exp (int level, double expmul)
1746{
1562 if (level > settings.max_level) 1747 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1748 return (sint64) (expmul * levels[settings.max_level]);
1564 return (sint64) (expmul * levels[level]); 1749 return (sint64) (expmul * levels[level]);
1565} 1750}
1566 1751
1567/* 1752/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1753 * 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 1754 * 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 1755 * 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, 1756 * 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. 1757 * this can now work on a much larger set of objects.
1573 */ 1758 */
1759void
1574void calc_perm_exp(object *op) 1760calc_perm_exp (object *op)
1575{ 1761{
1576 int p_exp_min; 1762 int p_exp_min;
1577 1763
1578 /* Ensure that our permanent experience minimum is met. 1764 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1765 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1766 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1767 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1768
1583 if (op->perm_exp < p_exp_min) 1769 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1770 op->perm_exp = p_exp_min;
1585 1771
1586 /* Cap permanent experience. */ 1772 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1773 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1774 op->perm_exp = 0;
1589 else if (op->perm_exp > MAX_EXPERIENCE) 1775 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1776 op->perm_exp = MAX_EXPERIENCE;
1591} 1777}
1592
1593 1778
1594/* Add experience to a player - exp should only be positive. 1779/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1780 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1781 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1782 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1783 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1784 * flag is what to do if the player doesn't have the skill:
1600 */ 1785 */
1601 1786static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1788{
1604 object *skill_obj = NULL; 1789 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1790 sint64 limit, exp_to_add;
1606 int i; 1791 int i;
1607 1792
1614 * chosen_skill. This means we don't need to search through 1799 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1800 * the players inventory.
1616 */ 1801 */
1617 if (skill_name) 1802 if (skill_name)
1618 { 1803 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1804 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; 1805 skill_obj = op->chosen_skill;
1622 else 1806 else
1623 { 1807 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1808 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)) 1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1810 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1811 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1812 break;
1630 } 1813 }
1631 1814
1650 exp_to_add = exp; 1833 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1834 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1835 if (exp_to_add > limit)
1653 exp_to_add = limit; 1836 exp_to_add = limit;
1654 1837
1655 ADD_EXP (op->stats.exp, 1838 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) 1839 if (settings.permanent_exp_ratio)
1659 { 1840 {
1660 ADD_EXP (op->perm_exp, 1841 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); 1842 calc_perm_exp (op);
1664 } 1843 }
1665 1844
1666 player_lvl_adj (op, NULL); 1845 player_lvl_adj (op, NULL);
1667 } 1846 }
1674 exp_to_add = limit; 1853 exp_to_add = limit;
1675 1854
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1855 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1856 if (settings.permanent_exp_ratio)
1678 { 1857 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1858 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1859 calc_perm_exp (skill_obj);
1682 } 1860 }
1683 1861
1684 player_lvl_adj (op, skill_obj); 1862 player_lvl_adj (op, skill_obj);
1685 } 1863 }
1691 * adjustments based on permanent exp and the like. 1869 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1870 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1871 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1872 * amount that should get subtract from the player.
1695 */ 1873 */
1874sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1875check_exp_loss (const object *op, sint64 exp)
1697{ 1876{
1698 sint64 del_exp; 1877 sint64 del_exp;
1699 1878
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1879 if (exp > op->stats.exp)
1880 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1881 if (settings.permanent_exp_ratio)
1882 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1884 if (del_exp < 0)
1885 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1886 if (exp > del_exp)
1887 exp = del_exp;
1705 } 1888 }
1706 return exp; 1889 return exp;
1707} 1890}
1708 1891
1892sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1893check_exp_adjust (const object *op, sint64 exp)
1710{ 1894{
1895 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1896 return check_exp_loss (op, exp);
1897 else
1712 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1899}
1714 1900
1715 1901
1716/* Subtracts experience from player. 1902/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1903 * 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 1909 * 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. 1910 * 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 1911 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1912 * a postive number.
1727 */ 1913 */
1914static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1915subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1916{
1730 float fraction = (float) exp/(float) op->stats.exp; 1917 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1918 object *tmp;
1732 sint64 del_exp; 1919 sint64 del_exp;
1733 1920
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1921 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1922 if (tmp->type == SKILL && tmp->stats.exp)
1923 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1925 {
1737 del_exp = check_exp_loss(tmp, exp); 1926 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1927 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1928 player_lvl_adj (op, tmp);
1929 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1930 else if (flag != SK_SUBTRACT_SKILL_EXP)
1931 {
1741 /* only want to process other skills if we are not trying 1932 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1933 * to match a specific skill.
1743 */ 1934 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1936 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1937 player_lvl_adj (op, tmp);
1747 } 1938 }
1748 } 1939 }
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1940 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 {
1750 del_exp = check_exp_loss(op, exp); 1942 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1943 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1944 player_lvl_adj (op, NULL);
1753 } 1945 }
1754} 1946}
1755 1947
1756 1948
1757 1949
1762 * it is assumed the caller has modified the exp as needed. 1954 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1955 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1956 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1957 * these last two values are only used for players.
1766 */ 1958 */
1767 1959
1960void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1961change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{
1769 1963
1770#ifdef EXP_DEBUG 1964#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); 1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1966#endif
1776#endif
1777 1967
1778 /* safety */ 1968 /* safety */
1779 if(!op) { 1969 if (!op)
1970 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1971 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1972 return;
1782 } 1973 }
1783 1974
1784 /* if no change in exp, just return - most of the below code 1975 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1976 * won't do anything if the value is 0 anyways.
1786 */ 1977 */
1787 if (exp == 0) return; 1978 if (exp == 0)
1979 return;
1788 1980
1789 /* Monsters are easy - we just adjust their exp - we 1981 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1982 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1983 * the exp they have - the monsters exp represents what its
1792 * worth. 1984 * worth.
1793 */ 1985 */
1794 if(op->type != PLAYER) { 1986 if (op->type != PLAYER)
1987 {
1795 /* Sanity check */ 1988 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1989 if (!QUERY_FLAG (op, FLAG_ALIVE))
1990 return;
1797 1991
1798 /* reset exp to max allowed value. We subtract from 1992 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1993 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1994 * more than max exp, just return.
1995 */
1996 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1997 {
1998 exp = MAX_EXPERIENCE - op->stats.exp;
1999 if (exp < 0)
2000 return;
2001 }
2002
2003 op->stats.exp += exp;
2004 }
2005 else
2006 { /* Players only */
2007 if (exp > 0)
2008 add_player_exp (op, exp, skill_name, flag);
2009 else
2010 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that
2012 * along.
1801 */ 2013 */
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); 2014 subtract_player_exp (op, FABS (exp), skill_name, flag);
1818 2015
1819 } 2016 }
1820} 2017}
1821 2018
1822/* Applies a death penalty experience, the size of this is defined by the 2019/* 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 2020 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 2021 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 2022 */
1826 2023
2024void
1827void apply_death_exp_penalty(object *op) { 2025apply_death_exp_penalty (object *op)
2026{
1828 object *tmp; 2027 object *tmp;
1829 sint64 loss; 2028 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 2031
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 2033 if (tmp->type == SKILL && tmp->stats.exp)
2034 {
1835 2035
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2036 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)]; 2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2038
1839 /* With the revised exp system, you can get cases where 2039 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2040 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2041 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2042 * tables is a lot harder.
1843 */ 2043 */
1844 if (level_loss < 0) level_loss = 0; 2044 if (level_loss < 0)
2045 level_loss = 0;
1845 2046
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2048
1848 tmp->stats.exp -= loss; 2049 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2050 player_lvl_adj (op, tmp);
1850 } 2051 }
1851 2052
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2053 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)]; 2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2055 if (level_loss < 0)
2056 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2058
1857 op->stats.exp -= loss; 2059 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2060 player_lvl_adj (op, NULL);
1859} 2061}
1860 2062
1861/* This function takes an object (monster/player, op), and 2063/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2064 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2065 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2066 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2067 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2068 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2069 */
2070int
1868int did_make_save(const object *op, int level, int bonus) 2071did_make_save (const object *op, int level, int bonus)
1869{ 2072{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2073 if (level > MAX_SAVE_LEVEL)
2074 level = MAX_SAVE_LEVEL;
1871 2075
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2076 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2077 return 0;
2078
2079 return 1;
1875} 2080}
1876

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