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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 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 1.8 2006/09/09 22:09:19 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 char message[MAX_BUF]; 371 char message[MAX_BUF];
374 int potion_max=0; 372 int potion_max = 0;
375 373
376 /* remember what object was like before it was changed. note that 374 /* remember what object was like before it was changed. note that
377 * 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
378 * found by fix_player. refop is not a real object 376 * found by fix_player. refop is not a real object
379 */ 377 */
380 object_pod refop = *op; 378 object_pod refop = *op;
381 379
382 if(op->type==PLAYER) { 380 if (op->type == PLAYER)
381 {
383 if (tmp->type==POTION) { 382 if (tmp->type == POTION)
383 {
384 potion_max=1; 384 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 385 for (j = 0; j < NUM_STATS; j++)
386 {
386 int nstat, ostat; 387 int nstat, ostat;
387 388
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 389 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 390 i = get_attr_value (&(tmp->stats), j);
390 391
391 /* 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 */
392 nstat = flag*i + ostat; 393 nstat = flag * i + ostat;
393 394
394 /* Do some bounds checking. While I don't think any 395 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 396 * potions do so right now, there is the potential for potions
396 * 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
397 * to allow for that. 398 * to allow for that.
398 */ 399 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 400 if (nstat < 1 && i * flag < 0)
401 nstat = 1;
400 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 {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
402 } 405 }
403 if (nstat != ostat) { 406 if (nstat != ostat)
407 {
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&(op->contr->orig_stats), j, nstat);
405 potion_max=0; 409 potion_max = 0;
406 } 410 }
407 else if (i) { 411 else if (i)
412 {
408 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 414 potion_max = 1;
410 } 415 }
411 } 416 }
412 /* 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
413 * sure if this is strictly necessary, being that fix_player probably 418 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 419 * recalculates this anyway.
415 */ 420 */
416 for(j=0;j<NUM_STATS;j++) 421 for (j = 0; j < NUM_STATS; j++)
417 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));
418 check_stat_bounds(&(op->stats)); 423 check_stat_bounds (&(op->stats));
419 } /* end of potion handling code */ 424 } /* end of potion handling code */
420 } 425 }
421 426
422 /* 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
423 * everything to set 428 * everything to set
424 */ 429 */
425 if(flag == -1) { 430 if (flag == -1)
431 {
426 op->attacktype&=~tmp->attacktype; 432 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 433 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 434 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 435 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 436 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 437 * and not the other move_ fields.
432 */ 438 */
433 op->move_type &= ~tmp->move_type; 439 op->move_type &= ~tmp->move_type;
434 } 440 }
435 441
436 /* call fix_player since op object could have whatever attribute due 442 /* call fix_player since op object could have whatever attribute due
437 * 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
438 * change_ability then might as well call it from here 444 * change_ability then might as well call it from here
439 */ 445 */
440 fix_player(op); 446 op->update_stats ();
441 447
442 /* 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
443 * print out message if this is a bow. 449 * print out message if this is a bow.
444 */ 450 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 {
446 success=1; 453 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 455 }
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 {
451 success=1; 458 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 460 }
455 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 {
456 success=1; 463 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 465 }
460 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 {
461 success=1; 468 success = 1;
462 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.");
463 "Suddenly you feel less safe, somehow.");
464 } 470 }
465 /* movement type has changed. We don't care about cases where 471 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 472 * user has multiple items giving the same type appled like we
467 * 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
468 * can be misleading (a little higher could be miscontrued from 474 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 475 * from fly high)
470 */ 476 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 477 if (tmp->move_type && op->move_type != refop.move_type)
478 {
472 success=1; 479 success = 1;
473 480
474 /* 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
475 * status doesn't make a difference if you are flying high 482 * status doesn't make a difference if you are flying high
476 */ 483 */
477 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 {
478 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.");
479 } 487 }
480 488
481 if (tmp->move_type & MOVE_FLY_HIGH) { 489 if (tmp->move_type & MOVE_FLY_HIGH)
490 {
482 /* double conditional - second case covers if you have move_fly_low - 491 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 492 * in that case, you don't actually land
484 */ 493 */
485 DIFF_MSG(flag, "You soar into the air air!.", 494 DIFF_MSG (flag, "You soar into the air air!.",
486 (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."));
487 "You float down to the ground."));
488 } 496 }
489 if (tmp->move_type & MOVE_SWIM) 497 if (tmp->move_type & MOVE_SWIM)
490 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");
491 499
492 /* 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 */
493 check_move_on(op, op); 501 check_move_on (op, op);
494 } 502 }
495 503
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 504 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 505 * originally undead may change their status
498 */ 506 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
509 {
501 success=1; 510 success = 1;
502 if(flag>0) { 511 if (flag > 0)
512 {
503 op->race = "undead"; 513 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 }
505 } else { 516 else
517 {
506 op->race = op->arch->clone.race; 518 op->race = op->arch->clone.race;
507 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;
508 } 549 }
509 } 550 }
510 551 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 552 {
512 success=1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 553 if (QUERY_FLAG (op, FLAG_WIZ))
526 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.");
527 else { 555 else
556 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 558 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 559 if (op->type == PLAYER)
531 op->contr->do_los=1; 560 op->contr->do_los = 1;
532 } 561 }
533 } 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 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 578 if (QUERY_FLAG (op, FLAG_WIZ))
535 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.");
536 else { 580 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 581 {
538 CLEAR_FLAG(op,FLAG_BLIND); 582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 583 if (op->type == PLAYER)
540 op->contr->do_los=1; 584 op->contr->do_los = 1;
541 } 585 }
542 } 586 }
543 } 587 else
544 588 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 589 if (QUERY_FLAG (op, FLAG_WIZ))
556 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.");
557 else { 591 else
592 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 594 if (op->type == PLAYER)
560 op->contr->do_los=1; 595 op->contr->do_los = 1;
561 } 596 }
562 } else { 597 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 598 }
564 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]);
565 else { 642 else
566 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]);
567 if(op->type==PLAYER) 644
568 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]);
569 } 657 }
570 } 658 }
571 } 659 }
572
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success; 660 return success;
629} 661}
630 662
631/* 663/*
632 * Stat draining by Vick 930307 664 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 665 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 666 */
635 667
636void drain_stat(object *op) { 668void
669object::drain_stat ()
670{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 671 drain_specific_stat (RANDOM () % NUM_STATS);
638} 672}
639 673
674void
640void drain_specific_stat(object *op, int deplete_stats) { 675object::drain_specific_stat (int deplete_stats)
676{
641 object *tmp; 677 object *tmp;
642 archetype *at; 678 archetype *at;
643 679
644 at = find_archetype(ARCH_DEPLETION); 680 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 681 if (!at)
682 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 683 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 684 return;
685 }
648 } else { 686 else
687 {
649 tmp = present_arch_in_ob(at, op); 688 tmp = present_arch_in_ob (at, this);
689
650 if (!tmp) { 690 if (!tmp)
691 {
651 tmp = arch_to_object(at); 692 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 693 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 694 SET_FLAG (tmp, FLAG_APPLIED);
654 } 695 }
655 } 696 }
656 697
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 698 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 699 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 700 update_stats ();
660} 701}
661 702
662/* 703/*
663 * 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.
664 * via an applied bad_luck object. 705 * via an applied bad_luck object.
665 */ 706 */
666 707void
667void change_luck(object *op, int value) { 708object::change_luck (int value)
668 object *tmp; 709{
669 archetype *at; 710 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 711 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 712 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 713 else
714 {
676 tmp = present_arch_in_ob(at, op); 715 object *tmp = present_arch_in_ob (at, this);
716
677 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
678 if (!value) 727 if (value)
679 return; 728 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* 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
686 * (arbitrary) value prevents overflows (both in the bad luck object and 730 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 731 * in op itself).
688 */ 732 */
689 new_luck = tmp->stats.luck+value; 733 int new_luck = tmp->stats.luck + value;
734
690 if (new_luck >= -100 && new_luck <= 100) { 735 if (new_luck >= -100 && new_luck <= 100)
736 {
691 op->stats.luck+=value; 737 stats.luck += value;
692 tmp->stats.luck = new_luck; 738 tmp->stats.luck = new_luck;
739 }
693 } 740 }
694 } else { 741 else
742 {
695 if (!tmp->stats.luck) { 743 if (!tmp->stats.luck)
696 return; 744 return;
697 } 745
698 /* Randomly change the players luck. Basically, we move it 746 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 747 * back neutral (if greater>0, subtract, otherwise add)
700 */ 748 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
750 {
702 int diff = tmp->stats.luck>0?-1:1; 751 int diff = tmp->stats.luck > 0 ? -1 : 1;
752
703 op->stats.luck += diff; 753 stats.luck += diff;
704 tmp->stats.luck += diff; 754 tmp->stats.luck += diff;
755 }
705 } 756 }
706 }
707 } 757 }
708} 758}
709 759
710/* 760/*
711 * 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.
712 */ 762 */
713 763void
714void remove_statbonus(object *op) { 764object::remove_statbonus ()
765{
715 op->stats.Str -= op->arch->clone.stats.Str; 766 stats.Str -= arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 767 stats.Dex -= arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 768 stats.Con -= arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 769 stats.Wis -= arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 770 stats.Pow -= arch->clone.stats.Pow;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 771 stats.Cha -= arch->clone.stats.Cha;
721 op->stats.Int -= op->arch->clone.stats.Int; 772 stats.Int -= arch->clone.stats.Int;
773
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 774 contr->orig_stats.Str -= arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 776 contr->orig_stats.Con -= arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 780 contr->orig_stats.Int -= arch->clone.stats.Int;
729} 781}
730 782
731/* 783/*
732 * 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.
733 */ 785 */
734 786void
735void add_statbonus(object *op) { 787object::add_statbonus ()
788{
736 op->stats.Str += op->arch->clone.stats.Str; 789 stats.Str += arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 790 stats.Dex += arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 791 stats.Con += arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 792 stats.Wis += arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 793 stats.Pow += arch->clone.stats.Pow;
741 op->stats.Cha += op->arch->clone.stats.Cha; 794 stats.Cha += arch->clone.stats.Cha;
742 op->stats.Int += op->arch->clone.stats.Int; 795 stats.Int += arch->clone.stats.Int;
796
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 797 contr->orig_stats.Str += arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 798 contr->orig_stats.Dex += arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 799 contr->orig_stats.Con += arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 800 contr->orig_stats.Wis += arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 801 contr->orig_stats.Pow += arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 802 contr->orig_stats.Cha += arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 803 contr->orig_stats.Int += arch->clone.stats.Int;
750} 804}
751 805
752/* 806/*
753 * Updates all abilities given by applied objects in the inventory 807 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 808 * of the given object. Note: This function works for both monsters
755 * 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.
756 * This functions starts from base values (archetype or player object) 810 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 811 * and then adjusts them according to what the player has equipped.
758 */ 812 */
813
759/* 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.
760 spell system split, grace points now added to system --peterm 815 spell system split, grace points now added to system --peterm
761 */ 816 */
762 817
763void fix_player(object *op) { 818void
819object::update_stats ()
820{
764 int i,j; 821 int i, j;
765 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;
766 int weapon_weight=0,weapon_speed=0; 823 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
770 827
771 /* 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 */
772 if(op->type==PLAYER) { 829 if (type == PLAYER)
830 {
773 for(i=0;i<NUM_STATS;i++) { 831 for (i = 0; i < NUM_STATS; i++)
774 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));
775 } 833
776 if (settings.spell_encumbrance == TRUE) 834 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 835 contr->encumbrance = 0;
778 836
779 op->attacktype=0; 837 attacktype = 0;
780 op->contr->digestion = 0; 838 contr->digestion = 0;
781 op->contr->gen_hp = 0; 839 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 840 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 841 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 842 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 843 contr->item_power = 0;
786 844
787 /* Don't clobber all the range_ values. range_golem otherwise 845 /* Don't clobber all the range_ values. range_golem otherwise
788 * 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
789 * range_magic (what spell is readied). These three below 847 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped. 848 * well get filled in based on what the player has equipped.
791 */ 849 */
792 op->contr->ranges[range_bow] = NULL; 850 contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL; 851 contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL; 852 contr->ranges[range_skill] = NULL;
795 } 853 }
854
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 855 memcpy (body_used, body_info, sizeof (body_info));
797 856
798 op->slaying = 0; 857 slaying = 0;
799 858
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 859 if (!QUERY_FLAG (this, FLAG_WIZ))
860 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 861 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 862 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 863 }
804 864
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 865 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 866 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 867 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 868
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
817 op->path_attuned=op->arch->clone.path_attuned; 874 path_attuned = arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 875 path_repelled = arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 876 path_denied = arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 877 glow_radius = arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 878 move_type = arch->clone.move_type;
822 op->chosen_skill = NULL; 879 chosen_skill = NULL;
823 880
824 /* initializing resistances from the values in player/monster's 881 /* initializing resistances from the values in player/monster's
825 * archetype clone 882 * archetype clone
826 */ 883 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 884 memcpy (&resist, &arch->clone.resist, sizeof (resist));
828 885
829 for (i=0;i<NROFATTACKS;i++) { 886 for (i = 0; i < NROFATTACKS; i++)
887 {
830 if (op->resist[i] > 0) 888 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 889 prot[i] = resist[i], vuln[i] = 0;
832 else 890 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 891 vuln[i] = -(resist[i]), prot[i] = 0;
834 potion_resist[i]=0; 892 potion_resist[i] = 0;
835 } 893 }
836 894
837 wc=op->arch->clone.stats.wc; 895 wc = arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 896 stats.dam = arch->clone.stats.dam;
839 897
840 /* 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,
841 * plus a small amount of physical resist, those poor suckers. ;) 899 * plus a small amount of physical resist, those poor suckers. ;)
842 * 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 -
843 * 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,
844 * 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
845 * that their protection from physical goes down 903 * that their protection from physical goes down
846 */ 904 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 907 ac = MAX (-10, arch->clone.stats.ac - level / 3);
849 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;
850 } 909 }
851 else 910 else
852 ac=op->arch->clone.stats.ac; 911 ac = arch->clone.stats.ac;
853 912
854 op->stats.luck=op->arch->clone.stats.luck; 913 stats.luck = arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 914 speed = arch->clone.speed;
856 915
857 /* 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.
858 * 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.
859 */ 918 */
860 919
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 920 for (tmp = inv; tmp; tmp = tmp->below)
921 {
862 /* See note in map.c:update_position about making this additive 922 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 923 * since light sources are never applied, need to put check here.
864 */ 924 */
865 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;
866 927
867 /* This happens because apply_potion calls change_abil with the potion 928 /* This happens because apply_potion calls change_abil with the potion
868 * 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
869 * then calls this function. 930 * then calls this function.
870 */ 931 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 933 continue;
873 }
874 934
875 /* For some things, we don't care what is equipped */ 935 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 936 if (tmp->type == SKILL)
937 {
877 /* Want to take the highest skill here. */ 938 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 939 if (IS_MANA_SKILL (tmp->subtype))
940 {
879 if (!mana_obj) mana_obj=tmp; 941 if (!mana_obj)
942 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 943 else if (tmp->level > mana_obj->level)
944 mana_obj = tmp;
881 } 945 }
946
882 if (IS_GRACE_SKILL(tmp->subtype)) { 947 if (IS_GRACE_SKILL (tmp->subtype))
948 {
883 if (!grace_obj) grace_obj=tmp; 949 if (!grace_obj)
950 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 951 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp;
885 } 953 }
886 } 954 }
887 955
888 /* 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
889 * objects need to make adjustments. 957 * objects need to make adjustments.
890 * This block should handle all player specific changes 958 * This block should handle all player specific changes
891 * 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
892 * in the praying skill, and the player should always get those. 960 * in the praying skill, and the player should always get those.
893 * 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,
894 * because the skill shouldn't count against body positions being used 962 * because the skill shouldn't count against body positions being used
895 * up, etc. 963 * up, etc.
896 */ 964 */
897 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) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 {
899 if(op->type==PLAYER) { 968 if (type == PLAYER)
969 {
900 if (tmp->type == BOW) 970 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp; 971 contr->ranges[range_bow] = tmp;
902 972
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
904 op->contr->ranges[range_misc] = tmp; 974 contr->ranges[range_misc] = tmp;
905 975
906 for(i=0;i<NUM_STATS;i++) 976 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
908 978
909 /* these are the items that currently can change digestion, regeneration, 979 /* these are the items that currently can change digestion, regeneration,
910 * 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
911 * list, but other items store other info into stats array. 981 * list, but other items store other info into stats array.
912 */ 982 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 983 if ((tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 985 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) { 990 (tmp->type == SKILL))
991 {
921 op->contr->digestion += tmp->stats.food; 992 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 993 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 994 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 995 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 996 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 997 contr->item_power += tmp->item_power;
927 } 998 }
928 } /* if this is a player */ 999 } /* if this is a player */
929 1000
930 /* Update slots used for items */ 1001 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1002 if (QUERY_FLAG (tmp, FLAG_APPLIED))
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 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;
934 } 1011 }
935 1012
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1017 */
946 if (tmp->type != POTION) { 1018 if (tmp->type != POTION)
1019 {
947 for (i=0; i<NROFATTACKS; i++) { 1020 for (i = 0; i < NROFATTACKS; i++)
1021 {
948 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialized to zero.
950 */ 1024 */
951 if (tmp->type==POTION_EFFECT) { 1025 if (tmp->type == POTION_EFFECT)
1026 {
952 if (potion_resist[i]) 1027 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1029 else
955 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
956 } 1031 }
957 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
961 } 1036 }
962 } 1037 }
963 1038
964 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype; 1041 attacktype |= tmp->attacktype;
967 1042
968 op->path_attuned|=tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1045 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck; 1046 stats.luck += tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1047 move_type |= tmp->move_type;
973 1048
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
975 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);
976 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);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
980 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);
981 1056
982 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))
983 SET_FLAG(op,FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
984 1059
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 {
986 SET_FLAG(op,FLAG_MAKE_INVIS); 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
987 op->invisible=1; 1063 invisible = 1;
988 } 1064 }
989 1065
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1066 if (tmp->stats.exp && tmp->type != SKILL)
1067 {
991 if(tmp->stats.exp > 0) { 1068 if (tmp->stats.exp > 0)
1069 {
992 added_speed+=(float)tmp->stats.exp/3.0; 1070 added_speed += (float) tmp->stats.exp / 3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1072 }
994 } else 1073 else
995 added_speed+=(float)tmp->stats.exp; 1074 added_speed += (float) tmp->stats.exp;
996 } 1075 }
997 1076
998 switch(tmp->type) { 1077 switch (tmp->type)
1078 {
999 /* skills modifying the character -b.t. */ 1079 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1080 /* for all skills and skill granting objects */
1001 case SKILL: 1081 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break; 1083 break;
1031 1084
1032 case SKILL_TOOL: 1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1033 if (op->chosen_skill) { 1088 if (chosen_skill)
1034 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);
1035 } 1090
1036 op->chosen_skill = tmp; 1091 chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040 1092
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam) 1093 if (tmp->stats.dam > 0)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1094 { /* skill is a 'weapon' */
1055 if(tmp->stats.ac) 1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1056 ac-=(tmp->stats.ac+tmp->magic); 1096 weapon_speed = (int) WEAPON_SPEED (tmp);
1057 break;
1058 1097
1059 case WEAPON: 1098 if (weapon_speed < 0)
1060 wc-=(tmp->stats.wc+tmp->magic); 1099 weapon_speed = 0;
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1100
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1101 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076 1103
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) { 1104 if (tmp->magic)
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic; 1105 stats.dam += tmp->magic;
1089 } 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
1090 if(tmp->stats.ac) { 1114 if (tmp->stats.ac)
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic; 1115 ac -= (tmp->stats.ac + tmp->magic);
1097 } 1116
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1117 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1118 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1119
1101 max=ARMOUR_SPEED(tmp)/10.0; 1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1102 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;
1103 } /* switch tmp->type */ 1218 } /* switch tmp->type */
1104 } /* item is equipped */ 1219 } /* item is equipped */
1105 } /* for loop of items */ 1220 } /* for loop of items */
1106 1221
1107 /* 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
1108 * have generated intermediate values which we now need to assign. 1223 * have generated intermediate values which we now need to assign.
1109 */ 1224 */
1110 1225
1111 /* 'total resistance = total protections - total vulnerabilities'. 1226 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1227 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1228 * than that, we take: 'total resistance = resistance from potion'.
1114 * 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
1115 * 'total resistance = vulnerability from cursed potion'. 1230 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1231 */
1117 for (i=0; i<NROFATTACKS; i++) { 1232 for (i = 0; i < NROFATTACKS; i++)
1233 {
1118 op->resist[i] = prot[i] - vuln[i]; 1234 resist[i] = prot[i] - vuln[i];
1235
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1237 resist[i] = potion_resist[i];
1122 } 1238 }
1123 1239
1124 /* Figure out the players sp/mana/hp totals. */ 1240 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1241 if (type == PLAYER)
1242 {
1126 int pl_level; 1243 int pl_level;
1127 1244
1128 check_stat_bounds(&(op->stats)); 1245 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1246 pl_level = level;
1130 1247
1248 if (pl_level < 1)
1131 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! */
1132 1250
1133 /* 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,
1134 * 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.
1135 */ 1253 */
1136 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 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1258 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1139 if (con_bonus[op->stats.Con]>0) 1260 if (con_bonus[stats.Con] > 0)
1140 j++; 1261 j++;
1141 else 1262 else
1142 j--; 1263 j--;
1143 } 1264 }
1265
1144 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 */
1145 } 1267 }
1146 1268
1147 for(i=11;i<=op->level;i++) 1269 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1270 stats.maxhp += 2;
1149 1271
1150 if(op->stats.hp>op->stats.maxhp) 1272 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1273 stats.hp = stats.maxhp;
1152 1274
1153 /* Sp gain is controlled by the level of the player's 1275 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1276 * relevant experience object (mana_obj, see above)
1155 */ 1277 */
1156 /* following happen when skills system is not used */ 1278 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1279 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1280 mana_obj = this;
1281
1282 if (!grace_obj)
1283 grace_obj = this;
1284
1159 /* set maxsp */ 1285 /* set maxsp */
1160 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;
1161 1288
1162 if (mana_obj == op && op->type == PLAYER) { 1289 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1290 stats.maxsp = 1;
1164 } else { 1291 else
1292 {
1165 sp_tmp=0.0; 1293 sp_tmp = 0.0;
1294
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1167 float stmp; 1297 float stmp;
1168 1298
1169 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1170 if(i<2) { 1300 if (i < 2)
1171 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);
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1302 else
1174 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;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1304
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1179 sp_tmp+=stmp; 1308 sp_tmp += stmp;
1180 } 1309 }
1310
1181 op->stats.maxsp=(int)sp_tmp; 1311 stats.maxsp = (int) sp_tmp;
1182 1312
1183 for(i=11;i<=mana_obj->level;i++) 1313 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1314 stats.maxsp += 2;
1185 } 1315 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1316 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1317 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1318 stats.sp = stats.maxsp * 2;
1189 1319
1190 /* 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 */
1191 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;
1192 1323
1193 if (grace_obj == op && op->type == PLAYER) { 1324 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1325 stats.maxgrace = 1;
1195 } else { 1326 else
1327 {
1196 /* 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
1197 * 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
1198 * 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
1199 * step of 8 - with floats, even fractional ones are useful. 1331 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1332 */
1201 sp_tmp=0.0; 1333 sp_tmp = 0.0;
1202 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 {
1203 float grace_tmp=0.0; 1336 float grace_tmp = 0.0;
1204 1337
1205 /* Got some extra bonus at first level */ 1338 /* Got some extra bonus at first level */
1206 if(i<2) { 1339 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1209 } else { 1342 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1343 grace_tmp = (float) contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] + 1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1345
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1215 sp_tmp+=grace_tmp; 1349 sp_tmp += grace_tmp;
1216 } 1350 }
1351
1217 op->stats.maxgrace=(int)sp_tmp; 1352 stats.maxgrace = (int) sp_tmp;
1218 1353
1219 /* two grace points per level after 11 */ 1354 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1355 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1356 stats.maxgrace += 2;
1222 } 1357 }
1223 /* No limit on grace vs maxgrace */ 1358 /* No limit on grace vs maxgrace */
1224 1359
1225 if(op->contr->braced) { 1360 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1361 {
1362 ac += 2;
1363 wc += 4;
1364 }
1229 else 1365 else
1230 ac-=dex_bonus[op->stats.Dex]; 1366 ac -= dex_bonus[stats.Dex];
1231 1367
1232 /* In new exp/skills system, wc bonuses are related to 1368 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1369 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1370 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1371 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1372 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1373 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1374 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1375 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1376 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1377 * monster bonus the same as before. -b.t.
1242 */ 1378 */
1243 1379
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1380 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) { 1383 for (i = 1; i < wc_obj->level; i++)
1384 {
1247 /* addtional wc every 6 levels */ 1385 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1386 if (!(i % 6))
1387 wc--;
1249 /* addtional dam every 4 levels. */ 1388 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1252 } 1391 }
1392 }
1253 } else 1393 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1394 wc -= (level + thaco_bonus[stats.Str]);
1255 1395
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1396 stats.dam += dam_bonus[stats.Str];
1257 1397
1258 if(op->stats.dam<1) 1398 if (stats.dam < 1)
1259 op->stats.dam=1; 1399 stats.dam = 1;
1260 1400
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1401 speed = 1.0 + speed_bonus[stats.Dex];
1402
1262 if (settings.search_items && op->contr->search_str[0]) 1403 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1404 speed -= 1;
1405
1264 if (op->attacktype==0) 1406 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1407 attacktype = arch->clone.attacktype;
1266 1408
1267 } /* End if player */ 1409 } /* End if player */
1268 1410
1269 if(added_speed>=0) 1411 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1412 speed += added_speed / 10.0;
1271 else /* Something wrong here...: */ 1413 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1414 speed /= (float) (1.0 - added_speed);
1273 1415
1274 /* Max is determined by armour */ 1416 /* Max is determined by armour */
1275 if(op->speed>max) 1417 if (speed > max)
1276 op->speed=max; 1418 speed = max;
1277 1419
1278 if(op->type == PLAYER) { 1420 if (type == PLAYER)
1421 {
1279 /* 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)
1280 * or below (negative number) that the player is carrying. If above 1423 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1424 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1425 * much above he is, and what is max carry is
1283 */ 1426 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1427 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0)
1285 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]);
1286 } 1430 }
1287 1431
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1432 speed += bonus_speed / 10.0; /* Not affected by limits */
1289 1433
1290 /* 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
1291 * 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.
1292 */ 1436 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1437 speed = speed * speed_reduce_from_disease;
1294 1438
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1439 if (speed < 0.01 && type == PLAYER)
1440 speed = 0.01;
1296 1441
1297 if(op->type == PLAYER) { 1442 if (type == PLAYER)
1443 {
1298 float M,W,s,D,K,S,M2; 1444 float M, W, s, D, K, S, M2;
1299 1445
1300 /* (This formula was made by vidarl@ifi.uio.no) 1446 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1447 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1448 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1449 * that would just be a real pain to read.
1304 */ 1450 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1451 M = (max_carry[stats.Str] - 121) / 121.0;
1306 M2=max_carry[op->stats.Str]/100.0; 1452 M2 = max_carry[stats.Str] / 100.0;
1307 W=weapon_weight/20000.0; 1453 W = weapon_weight / 20000.0;
1308 s=2-weapon_speed/10.0; 1454 s = 2 - weapon_speed / 10.0;
1309 D=(op->stats.Dex-14)/14.0; 1455 D = (stats.Dex - 14) / 14.0;
1310 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;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1457 K *= (4 + level) / (float) (6 + level) * 1.2;
1312 if(K<=0) K=0.01; 1458 if (K <= 0)
1459 K = 0.01;
1313 S=op->speed/(K*s); 1460 S = speed / (K * s);
1314 op->contr->weapon_sp=S; 1461 contr->weapon_sp = S;
1315 } 1462 }
1463
1316 /* 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: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3; 1466 stats.dam = arch->clone.stats.dam * 3;
1320 1467
1321 /* 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
1322 * 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,
1323 * so its value is the same. 1470 * so its value is the same.
1324 */ 1471 */
1325 if (wc>120) wc=120; 1472 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1327 op->stats.wc=wc; 1477 stats.wc = wc;
1328 1478
1329 if (ac>120) ac=120; 1479 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1331 op->stats.ac=ac; 1484 stats.ac = ac;
1332 1485
1333 /* 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,
1334 * give them walking as a default. 1487 * give them walking as a default.
1335 * 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
1336 * old behaviour - if your flying, your not walking - just 1489 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1490 * one or the other.
1338 */ 1491 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1492 if (move_type == 0)
1493 move_type = MOVE_WALK;
1340 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;
1341 1496
1342 update_ob_speed(op); 1497 update_ob_speed (this);
1343 1498
1344 /* 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,
1345 * so we will check that now. 1500 * so we will check that now.
1346 */ 1501 */
1347 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 }
1348} 1507}
1349 1508
1350/* 1509/*
1351 * Returns true if the given player is a legal class. 1510 * Returns true if the given player is a legal class.
1352 * 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
1353 * check if the stat becomes negative, thus this function 1512 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1513 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1514 * false otherwise.
1356 */ 1515 */
1357 1516int
1358int allowed_class(const object *op) { 1517allowed_class (const object *op)
1518{
1359 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 &&
1360 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;
1361 op->stats.Cha>0;
1362} 1521}
1363 1522
1364/* 1523/*
1365 * set the new dragon name after gaining levels or 1524 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1525 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1528 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1529 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1530 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1531 * Please, anyone, write support for 'ext_title'.
1373 */ 1532 */
1533void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1534set_dragon_name (object *pl, const object *abil, const object *skin)
1535{
1375 int atnr=-1; /* attacknumber of highest level */ 1536 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1537 int level = 0; /* highest level */
1377 int i; 1538 int i;
1378 1539
1379 /* Perhaps do something more clever? */ 1540 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1541 if (!abil || !skin)
1381 1542 return;
1543
1382 /* first, look for the highest level */ 1544 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1545 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1546 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1547 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1548 {
1386 level = abil->resist[i]; 1549 level = abil->resist[i];
1387 atnr = i; 1550 atnr = i;
1388 } 1551 }
1389 } 1552 }
1390 1553
1391 /* 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,
1392 or else at random */ 1555 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1557 atnr = abil->stats.exp;
1396 1558
1397 level = (int)(level/5.); 1559 level = (int) (level / 5.);
1398 1560
1399 /* now set the new title */ 1561 /* now set the new title */
1400 if (pl->contr != NULL) { 1562 if (pl->contr != NULL)
1563 {
1401 if(level == 0) 1564 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1566 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1568 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1570 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1571 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 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
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1581 }
1418 } 1582 }
1419 1583
1420 strcpy(pl->contr->own_title, ""); 1584 strcpy (pl->contr->own_title, "");
1421} 1585}
1422 1586
1423/* 1587/*
1424 * This function is called when a dragon-player gains 1588 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1589 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1590 * or change the ability-focus.
1427 */ 1591 */
1592void
1428void dragon_level_gain(object *who) { 1593dragon_level_gain (object *who)
1594{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1595 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1596 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1597 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1598 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1599
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1600 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1602 {
1436 if (tmp->type == FORCE) { 1603 if (tmp->type == FORCE)
1604 {
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1438 abil = tmp; 1606 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1440 skin = tmp; 1608 skin = tmp;
1441 } 1609 }
1442 } 1610 }
1443 /* if the force is missing -> bail out */ 1611 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1612 if (abil == NULL)
1445 1613 return;
1614
1446 /* The ability_force keeps track of maximum level ever achieved. 1615 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1616 * New abilties can only be gained by surpassing this max level
1448 */ 1617 */
1449 if (who->level > abil->level) { 1618 if (who->level > abil->level)
1619 {
1450 /* increase our focused ability */ 1620 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1621 abil->resist[abil->stats.exp]++;
1452
1453 1622
1623
1454 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 {
1455 /* time to hand out a new ability-gift */ 1626 /* time to hand out a new ability-gift */
1456 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.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1628 }
1459 1629
1460 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 {
1461 /* apply new ability focus */ 1632 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1633 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1634 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1635
1466 abil->stats.exp = abil->last_eat; 1636 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1637 abil->last_eat = 0;
1468 } 1638 }
1469 1639
1470 abil->level = who->level; 1640 abil->level = who->level;
1471 } 1641 }
1472 1642
1473 /* last but not least, set the new title for the dragon */ 1643 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1644 set_dragon_name (who, abil, skin);
1475} 1645}
1476 1646
1477/* 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
1478 * archetype/object, set appropriate values, and insert it into 1648 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1649 * the object (op) that is passed.
1480 * 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
1481 * want to do something with it immediately. 1651 * want to do something with it immediately.
1482 */ 1652 */
1653object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1654give_skill_by_name (object *op, const char *skill_name)
1484{ 1655{
1485 object *skill_obj; 1656 object *skill_obj;
1486 1657
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1659 if (!skill_obj)
1660 {
1489 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);
1490 return NULL; 1662 return NULL;
1491 } 1663 }
1492 /* clear the flag - exp goes into this bucket, but player 1664 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1665 * still doesn't know it.
1494 */ 1666 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1668 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1669 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1670 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1671 if (op->contr)
1672 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1674 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 } 1675 }
1503 return skill_obj; 1676 return skill_obj;
1504} 1677}
1505 1678
1506 1679
1507/* 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
1508 * whether the player gets more hp, sp and new levels. 1681 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1682 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1683 * don't really gain levels
1511 * 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
1512 * (eg, skill) 1685 * (eg, skill)
1513 */ 1686 */
1687void
1514void player_lvl_adj(object *who, object *op) { 1688player_lvl_adj (object *who, object *op)
1689{
1515 char buf[MAX_BUF]; 1690 char buf[MAX_BUF];
1516 1691
1517 if(!op) /* when rolling stats */ 1692 if (!op) /* when rolling stats */
1518 op = who; 1693 op = who;
1519 1694
1520 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 {
1521 op->level++; 1697 op->level++;
1522 1698
1523 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))
1524 dragon_level_gain(who); 1700 dragon_level_gain (who);
1525 1701
1526 /* 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 */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1703 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 {
1528 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;
1529 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);
1530 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)
1531 } 1712 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1713 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 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)
1547 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)
1548 } 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 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1731 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1732 }
1733
1551 /* check if the spell data has changed */ 1734 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1736 esrv_update_spells (who->contr);
1553} 1737}
1554 1738
1555/* 1739/*
1556 * Returns how much experience is needed for a player to become 1740 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1741 * the given level. level should really never exceed max_level
1558 */ 1742 */
1559 1743
1744sint64
1560sint64 level_exp(int level,double expmul) { 1745level_exp (int level, double expmul)
1746{
1561 if (level > settings.max_level) 1747 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1748 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]); 1749 return (sint64) (expmul * levels[level]);
1564} 1750}
1565 1751
1566/* 1752/*
1567 * 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.
1568 * 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
1569 * proper range. Note that the checking of what is passed through 1755 * proper range. Note that the checking of what is passed through
1570 * 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,
1571 * this can now work on a much larger set of objects. 1757 * this can now work on a much larger set of objects.
1572 */ 1758 */
1759void
1573void calc_perm_exp(object *op) 1760calc_perm_exp (object *op)
1574{ 1761{
1575 int p_exp_min; 1762 int p_exp_min;
1576 1763
1577 /* Ensure that our permanent experience minimum is met. 1764 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1765 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1766 * to get the fraction */
1580 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);
1581 1768
1582 if (op->perm_exp < p_exp_min) 1769 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1770 op->perm_exp = p_exp_min;
1584 1771
1585 /* Cap permanent experience. */ 1772 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1773 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1774 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1775 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1776 op->perm_exp = MAX_EXPERIENCE;
1590} 1777}
1591
1592 1778
1593/* Add experience to a player - exp should only be positive. 1779/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1780 * Updates permanent exp for the skill we are adding to.
1595 * 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
1596 * NULL, in which case exp increases the players general 1782 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1783 * total, but not any particular skill.
1598 * 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:
1599 */ 1785 */
1600 1786static void
1601static 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)
1602{ 1788{
1603 object *skill_obj = NULL; 1789 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1790 sint64 limit, exp_to_add;
1605 int i; 1791 int i;
1606 1792
1613 * chosen_skill. This means we don't need to search through 1799 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1800 * the players inventory.
1615 */ 1801 */
1616 if (skill_name) 1802 if (skill_name)
1617 { 1803 {
1618 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))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1805 skill_obj = op->chosen_skill;
1621 else 1806 else
1622 { 1807 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1808 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !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))
1626 { 1810 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1811 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1812 break;
1629 } 1813 }
1630 1814
1649 exp_to_add = exp; 1833 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1834 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1835 if (exp_to_add > limit)
1652 exp_to_add = limit; 1836 exp_to_add = limit;
1653 1837
1654 ADD_EXP (op->stats.exp, 1838 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1839 if (settings.permanent_exp_ratio)
1658 { 1840 {
1659 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)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1842 calc_perm_exp (op);
1663 } 1843 }
1664 1844
1665 player_lvl_adj (op, NULL); 1845 player_lvl_adj (op, NULL);
1666 } 1846 }
1673 exp_to_add = limit; 1853 exp_to_add = limit;
1674 1854
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1855 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1856 if (settings.permanent_exp_ratio)
1677 { 1857 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1858 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1859 calc_perm_exp (skill_obj);
1681 } 1860 }
1682 1861
1683 player_lvl_adj (op, skill_obj); 1862 player_lvl_adj (op, skill_obj);
1684 } 1863 }
1690 * adjustments based on permanent exp and the like. 1869 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1870 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1871 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1872 * amount that should get subtract from the player.
1694 */ 1873 */
1874sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1875check_exp_loss (const object *op, sint64 exp)
1696{ 1876{
1697 sint64 del_exp; 1877 sint64 del_exp;
1698 1878
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1879 if (exp > op->stats.exp)
1880 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1881 if (settings.permanent_exp_ratio)
1882 {
1701 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);
1702 if (del_exp < 0) del_exp = 0; 1884 if (del_exp < 0)
1885 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1886 if (exp > del_exp)
1887 exp = del_exp;
1704 } 1888 }
1705 return exp; 1889 return exp;
1706} 1890}
1707 1891
1892sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1893check_exp_adjust (const object *op, sint64 exp)
1709{ 1894{
1895 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1896 return check_exp_loss (op, exp);
1897 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1899}
1713 1900
1714 1901
1715/* Subtracts experience from player. 1902/* Subtracts experience from player.
1716 * 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
1722 * 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
1723 * 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.
1724 * 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
1725 * a postive number. 1912 * a postive number.
1726 */ 1913 */
1914static void
1727static 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)
1728{ 1916{
1729 float fraction = (float) exp/(float) op->stats.exp; 1917 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1918 object *tmp;
1731 sint64 del_exp; 1919 sint64 del_exp;
1732 1920
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1921 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1922 if (tmp->type == SKILL && tmp->stats.exp)
1923 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1925 {
1736 del_exp = check_exp_loss(tmp, exp); 1926 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1927 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1928 player_lvl_adj (op, tmp);
1929 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1930 else if (flag != SK_SUBTRACT_SKILL_EXP)
1931 {
1740 /* only want to process other skills if we are not trying 1932 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1933 * to match a specific skill.
1742 */ 1934 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1936 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1937 player_lvl_adj (op, tmp);
1746 } 1938 }
1747 } 1939 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1940 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 {
1749 del_exp = check_exp_loss(op, exp); 1942 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1943 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1944 player_lvl_adj (op, NULL);
1752 } 1945 }
1753} 1946}
1754 1947
1755 1948
1756 1949
1761 * it is assumed the caller has modified the exp as needed. 1954 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1955 * skill_name is the skill that should get the exp added.
1763 * 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.
1764 * these last two values are only used for players. 1957 * these last two values are only used for players.
1765 */ 1958 */
1766 1959
1960void
1767void 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{
1768 1963
1769#ifdef EXP_DEBUG 1964#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 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);
1774#endif 1966#endif
1775#endif
1776 1967
1777 /* safety */ 1968 /* safety */
1778 if(!op) { 1969 if (!op)
1970 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1971 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1972 return;
1781 } 1973 }
1782 1974
1783 /* 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
1784 * won't do anything if the value is 0 anyways. 1976 * won't do anything if the value is 0 anyways.
1785 */ 1977 */
1786 if (exp == 0) return; 1978 if (exp == 0)
1979 return;
1787 1980
1788 /* Monsters are easy - we just adjust their exp - we 1981 /* Monsters are easy - we just adjust their exp - we
1789 * 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
1790 * the exp they have - the monsters exp represents what its 1983 * the exp they have - the monsters exp represents what its
1791 * worth. 1984 * worth.
1792 */ 1985 */
1793 if(op->type != PLAYER) { 1986 if (op->type != PLAYER)
1987 {
1794 /* Sanity check */ 1988 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1989 if (!QUERY_FLAG (op, FLAG_ALIVE))
1990 return;
1796 1991
1797 /* reset exp to max allowed value. We subtract from 1992 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1993 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * 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.
1800 */ 2013 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2014 subtract_player_exp (op, FABS (exp), skill_name, flag);
1817 2015
1818 } 2016 }
1819} 2017}
1820 2018
1821/* 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
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2020 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2021 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2022 */
1825 2023
2024void
1826void apply_death_exp_penalty(object *op) { 2025apply_death_exp_penalty (object *op)
2026{
1827 object *tmp; 2027 object *tmp;
1828 sint64 loss; 2028 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2031
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2033 if (tmp->type == SKILL && tmp->stats.exp)
2034 {
1834 2035
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2036 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2038
1838 /* With the revised exp system, you can get cases where 2039 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2040 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2041 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2042 * tables is a lot harder.
1842 */ 2043 */
1843 if (level_loss < 0) level_loss = 0; 2044 if (level_loss < 0)
2045 level_loss = 0;
1844 2046
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2048
1847 tmp->stats.exp -= loss; 2049 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2050 player_lvl_adj (op, tmp);
1849 } 2051 }
1850 2052
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2055 if (level_loss < 0)
2056 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2058
1856 op->stats.exp -= loss; 2059 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2060 player_lvl_adj (op, NULL);
1858} 2061}
1859 2062
1860/* This function takes an object (monster/player, op), and 2063/* This function takes an object (monster/player, op), and
1861 * 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
1862 * save_throw table. level is the effective level to make 2065 * save_throw table. level is the effective level to make
1863 * 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
1864 * resistance to particular attacktype. 2067 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2068 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2069 */
2070int
1867int did_make_save(const object *op, int level, int bonus) 2071did_make_save (const object *op, int level, int bonus)
1868{ 2072{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2073 if (level > MAX_SAVE_LEVEL)
2074 level = MAX_SAVE_LEVEL;
1870 2075
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2076 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2077 return 0;
2078
2079 return 1;
1874} 2080}
1875

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