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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.75 by root, Tue Aug 7 22:36:18 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
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!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "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.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "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.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "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!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
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", "intelligence", "wisdom", "power", "charisma"
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", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
284{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 286 char message[MAX_BUF];
375 int potion_max=0; 287 int potion_max = 0;
376 288
377 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
380 */ 292 */
381 memcpy(&refop, op, sizeof(object)); 293 object_copy refop = *op;
382 294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 300 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 301 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 302 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 303 int i = tmp->stats.stat (j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
403 } 322 }
404 if (nstat != ostat) { 323 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 324 {
325 /* potion is useless - player has already hit the natural maximum */
406 potion_max=0; 326 potion_max = 1;
407 } 327 }
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1;
411 } 328 }
412 } 329
413 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
447 success=1; 367 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 369 }
370
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372 {
452 success=1; 373 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 375 }
376
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378 {
457 success=1; 379 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 381 }
382
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384 {
462 success=1; 385 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != refop.move_type)
396 {
473 success=1; 397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 414 }
415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 418
493 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 420 check_move_on (op, op);
495 } 421 }
496 422
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 424 * originally undead may change their status
499 */ 425 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
502 success=1; 429 success = 1;
503 if(flag>0) { 430 if (flag > 0)
504 if(op->race) free_string(op->race); 431 {
505 op->race=add_string("undead"); 432 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434 }
507 } else { 435 else
508 if(op->race) free_string(op->race); 436 {
509 if(op->arch->clone.race) 437 op->race = op->arch->race;
510 op->race=add_string(op->arch->clone.race);
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
514 } 439 }
515 } 440 }
516 441
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443 {
518 success=1; 444 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 446 }
447
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449 {
522 success=1; 450 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 452 }
453
525 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 455 * vision
527 */ 456 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
458 {
529 success=1; 459 success = 1;
530 if(flag>0) { 460 if (flag > 0)
461 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 462 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 464 else
465 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 467 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 468 if (op->type == PLAYER)
537 op->contr->do_los=1; 469 op->contr->do_los = 1;
470 }
538 } 471 }
539 } else { 472 else
473 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 474 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
542 else { 476 else
477 {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND); 479 CLEAR_FLAG (op, FLAG_BLIND);
545 if(op->type==PLAYER) 480 if (op->type == PLAYER)
546 op->contr->do_los=1; 481 op->contr->do_los = 1;
547 }
548 } 482 }
483 }
549 } 484 }
550 485
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487 {
552 success=1; 488 success = 1;
553 if(op->type==PLAYER) 489 if (op->type == PLAYER)
554 op->contr->do_los=1; 490 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 492 }
557 493
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495 {
559 success=1; 496 success = 1;
560 if(flag>0) { 497 if (flag > 0)
498 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 499 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 501 else
502 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 504 if (op->type == PLAYER)
566 op->contr->do_los=1; 505 op->contr->do_los = 1;
506 }
567 } 507 }
568 } else { 508 else
509 {
569 if(QUERY_FLAG(op,FLAG_WIZ)) 510 if (QUERY_FLAG (op, FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 512 else
513 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 515 if (op->type == PLAYER)
574 op->contr->do_los=1; 516 op->contr->do_los = 1;
575 }
576 } 517 }
518 }
577 } 519 }
578 520
579 if(tmp->stats.luck) { 521 if (tmp->stats.luck)
522 {
580 success=1; 523 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 525 }
583 526
584 if(tmp->stats.hp && op->type==PLAYER) { 527 if (tmp->stats.hp && op->type == PLAYER)
528 {
585 success=1; 529 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!");
588 } 531 }
589 532
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
534 {
591 success=1; 535 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
593 "You suddenly feel very mundane.");
594 } 537 }
595 538
596 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
598 success=1; 542 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy.");
601 } 544 }
602 545
603 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
604 success=1; 548 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
606 "You feel your digestion speeding up.");
607 } 550 }
608 551
609 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 553 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 554 {
555 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */
557
613 if (op->resist[i] != refop.resist[i]) { 558 if (op->resist[i] != refop.resist[i])
559 {
614 success=1; 560 success = 1;
615 if (op->resist[i] > refop.resist[i]) 561 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
617 change_resist_msg[i], op->resist[i]);
618 else 563 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
620 change_resist_msg[i], op->resist[i]); 565
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++)
623 } 573 {
624 } 574 if (int i = tmp->stats.stat (j))
625 575 {
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1; 576 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 }
632 } 578 }
579 }
633 } 580 }
581
634 return success; 582 return success;
635} 583}
636 584
637/* 585/*
638 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 588 */
641 589void
642void drain_stat(object *op) { 590object::drain_stat ()
591{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
644} 593}
645 594
595void
646void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
647 object *tmp; 598 object *tmp;
648 archetype *at; 599 archetype *at;
649 600
650 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 602 if (!at)
603 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 605 return;
606 }
654 } else { 607 else
608 {
655 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
656 if (!tmp) { 611 if (!tmp)
612 {
657 tmp = arch_to_object(at); 613 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
660 } 616 }
661 } 617 }
662 618
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 621 update_stats ();
666} 622}
667 623
668/* 624/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 626 * via an applied bad_luck object.
671 */ 627 */
672 628void
673void change_luck(object *op, int value) { 629object::change_luck (int value)
674 object *tmp; 630{
675 archetype *at; 631 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 632 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 634 else
635 {
682 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
683 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
684 if (!value) 648 if (value)
685 return; 649 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 652 * in op itself).
694 */ 653 */
695 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
696 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
697 op->stats.luck+=value; 658 stats.luck += value;
698 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
699 } 661 }
700 } else { 662 else
663 {
701 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
702 return; 665 return;
703 } 666
704 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
706 */ 669 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
708 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
709 op->stats.luck += diff; 674 stats.luck += diff;
710 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
711 } 677 }
712 }
713 } 678 }
714} 679}
715 680
716/* 681/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 683 */
719 684void
720void remove_statbonus(object *op) { 685object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 686{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 688 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 692 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 693}
736 694
737/* 695/*
738 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 697 */
740 698void
741void add_statbonus(object *op) { 699object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 700{
743 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 702 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 706 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
757 748
758/* 749/*
759 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
764 */ 755 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
767 */ 758 */
768 759void
769void fix_player(object *op) { 760object::update_stats ()
770 int i,j; 761{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 763 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
777 769
778 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 771 if (type == PLAYER)
772 {
780 for(i=0;i<NUM_STATS;i++) { 773 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
782 } 775
783 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
785 778
786 op->attacktype=0; 779 attacktype = 0;
780
787 op->contr->digestion = 0; 781 contr->digestion = 0;
788 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 786 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 787 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 788
805 if(op->slaying!=NULL) { 789 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 790 slot[i].used = slot[i].info;
807 op->slaying=NULL; 791
808 } 792 slaying = 0;
793
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 798 }
813 799
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 803
826 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
831 op->chosen_skill = NULL; 815 chosen_skill = 0;
832 816
833 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
834 * archetype clone 818 * archetype clone
835 */ 819 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
837 821
838 for (i=0;i<NROFATTACKS;i++) { 822 for (int i = 0; i < NROFATTACKS; i++)
823 {
839 if (op->resist[i] > 0) 824 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 825 prot[i] = resist[i], vuln[i] = 0;
841 else 826 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
843 potion_resist[i]=0; 829 potion_resist[i] = 0;
844 } 830 }
845
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 840 * that their protection from physical goes down
855 */ 841 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 {
844 ac = max (-10, arch->stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 846 }
860 else 847 else
861 ac=op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
862 849
863 op->stats.luck=op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
864 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
865 852
866 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
868 */ 855 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 856 for (tmp = inv; tmp; tmp = tmp->below)
871 /* See note in map.c:update_position about making this additive 857 {
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 860 * then calls this function.
879 */ 861 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
882 } 867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
883 870
884 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 872 if (tmp->type == SKILL)
873 {
886 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 875 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 876 {
877 if (!mana_obj)
878 mana_obj = tmp;
879 else if (tmp->level > mana_obj->level)
880 mana_obj = tmp;
881 }
882
891 if (IS_GRACE_SKILL(tmp->subtype)) { 883 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 } 884 {
885 if (!grace_obj)
886 grace_obj = tmp;
887 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp;
895 } 889 }
890 }
896 891
897 /* Container objects are not meant to adjust a players, but other applied 892 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 893 * objects need to make adjustments.
899 * This block should handle all player specific changes 894 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 895 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
904 * up, etc. 899 * up, etc.
905 */ 900 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
905 && tmp->subtype == SK_PRAYING))
906 {
907 if (type == PLAYER)
908 {
909 contr->item_power += tmp->item_power;
910
911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 if(op->type==PLAYER) { 914 && !tmp->flag [FLAG_CURSED]
909 if (tmp->type == BOW) 915 && !tmp->flag [FLAG_DAMNED])
910 op->contr->ranges[range_bow] = tmp; 916 continue;
911 917
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++) 918 for (int i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
917 921
918 /* these are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */ 923 {
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food; 924 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 } 929 }
937 } /* if this is a player */ 930 } /* if this is a player */
931 else
932 {
933 if (tmp->type == WEAPON)
934 current_weapon = tmp;
935 }
938 936
939 /* Update slots used for items */ 937 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 938 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 939 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 940 slot[i].used += tmp->slot[i].info;
941
942 if (tmp->type == SYMPTOM)
943 } 943 {
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 944 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 951 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 953 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 954 */
955 if (tmp->type != POTION) { 955 if (tmp->type != POTION)
956 {
956 for (i=0; i<NROFATTACKS; i++) { 957 for (int i = 0; i < NROFATTACKS; i++)
958 {
957 /* Potential for cursed potions, in which case we just can use 959 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
959 */ 961 */
960 if (tmp->type==POTION_EFFECT) { 962 if (tmp->type == POTION_EFFECT)
963 {
961 if (potion_resist[i]) 964 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
963 else 966 else
964 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
965 } 968 }
966 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 971 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 973 }
971 } 974 }
972 975
973 /* There may be other things that should not adjust the attacktype */ 976 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 977 if (tmp->type != SYMPTOM)
978 {
975 op->attacktype|=tmp->attacktype; 979 attacktype |= tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned; 980 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 981 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 982 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type; 983 move_type |= tmp->move_type;
984 stats.luck += tmp->stats.luck;
985 }
982 986
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990 988
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
993 991
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 } 993 {
994 SET_FLAG (this, FLAG_MAKE_INVIS);
995 invisible = 1;
996 }
998 997
999 if(tmp->stats.exp && tmp->type!=SKILL) { 998 if (tmp->stats.exp && tmp->type != SKILL)
999 {
1000 if(tmp->stats.exp > 0) { 1000 if (tmp->stats.exp > 0)
1001 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1002 added_speed += tmp->stats.exp / 3.f;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1003 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1004 }
1003 } else 1005 else
1004 added_speed+=(float)tmp->stats.exp; 1006 added_speed += tmp->stats.exp;
1007 }
1008
1009 switch (tmp->type)
1005 } 1010 {
1011#if 0
1012 case WAND:
1013 case ROD:
1014 case HORN:
1015 if (type != PLAYER || current_weapon == tmp)
1016 chosen_skill = tmp;
1017 break;
1018#endif
1006 1019
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */ 1020 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1021 /* for all skills and skill granting objects */
1010 case SKILL: 1022 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1025 break;
1012 1026
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) { 1027 if (chosen_skill)
1028 {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1017 } 1035 }
1036 else
1018 op->chosen_skill = tmp; 1037 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1038
1039 if (tmp->stats.dam > 0)
1040 { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1042 weapon_speed = WEAPON_SPEED (tmp);
1043
1044 if (weapon_speed < 0)
1022 if(weapon_speed<0) weapon_speed = 0; 1045 weapon_speed = 0;
1046
1023 weapon_weight=tmp->weight; 1047 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1049
1050 if (tmp->magic)
1025 if(tmp->magic) op->stats.dam += tmp->magic; 1051 stats.dam += tmp->magic;
1026 } 1052 }
1053
1027 if(tmp->stats.wc) 1054 if (tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1029 1056
1030 if(tmp->slaying!=NULL) { 1057 if (tmp->slaying)
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying); 1058 slaying = tmp->slaying;
1034 }
1035 1059
1036 if(tmp->stats.ac) 1060 if (tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER) 1065 }
1041 op->contr->ranges[range_skill] = op; 1066
1042 break; 1067 break;
1043 1068
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD: 1069 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1071 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1072 case RING:
1057 case AMULET: 1073 case AMULET:
1058 case GIRDLE: 1074 case GIRDLE:
1059 case HELMET: 1075 case HELMET:
1060 case BOOTS: 1076 case BOOTS:
1061 case GLOVES: 1077 case GLOVES:
1062 case CLOAK: 1078 case CLOAK:
1063 if(tmp->stats.wc) 1079 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic); 1080 wc -= tmp->stats.wc + tmp->magic;
1081
1065 if(tmp->stats.dam) 1082 if (tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1083 stats.dam += tmp->stats.dam + tmp->magic;
1084
1067 if(tmp->stats.ac) 1085 if (tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic); 1086 ac -= tmp->stats.ac + tmp->magic;
1087
1069 break; 1088 break;
1070 1089
1090 case BOW:
1071 case WEAPON: 1091 case WEAPON:
1092 if (type != PLAYER || current_weapon == tmp)
1093 {
1072 wc-=(tmp->stats.wc+tmp->magic); 1094 wc -= tmp->stats.wc + tmp->magic;
1095
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1096 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1097 ac -= tmp->stats.ac + tmp->magic;
1098
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1099 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1100 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1101 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1102
1078 if(weapon_speed<0) weapon_speed=0; 1103 if (weapon_speed < 0)
1079 if(tmp->slaying!=NULL) { 1104 weapon_speed = 0;
1080 if (op->slaying != NULL) 1105
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying); 1106 slaying = tmp->slaying;
1083 } 1107
1084 /* If there is desire that two handed weapons should do 1108 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1109 * extra strength damage, this is where the code should
1086 * go. 1110 * go.
1087 */ 1111 */
1088 op->current_weapon = tmp; 1112
1113 if (type == PLAYER)
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1114 if (settings.spell_encumbrance)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1115 contr->encumbrance += tmp->weight * 3 / 1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 } 1116 }
1106 if(tmp->stats.ac) { 1117
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1118 break;
1119
1120 case ARMOUR: /* Only the best of these three are used: */
1121 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1122 contr->encumbrance += tmp->weight / 1000;
1123
1124 case BRACERS:
1125 case FORCE:
1126 if (tmp->stats.wc)
1127 {
1128 if (best_wc < tmp->stats.wc + tmp->magic)
1129 {
1130 wc += best_wc;
1131 best_wc = tmp->stats.wc + tmp->magic;
1132 }
1133 else
1134 wc += tmp->stats.wc + tmp->magic;
1135 }
1136
1137 if (tmp->stats.ac)
1138 {
1139 if (best_ac < tmp->stats.ac + tmp->magic)
1140 {
1141 ac += best_ac; /* Remove last bonus */
1142 best_ac = tmp->stats.ac + tmp->magic;
1143 }
1144 else /* To nullify the below effect */
1145 ac += tmp->stats.ac + tmp->magic;
1146 }
1147
1148 if (tmp->stats.wc)
1149 wc -= (tmp->stats.wc + tmp->magic);
1150
1151 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic);
1153
1154 if (ARMOUR_SPEED (tmp))
1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1156
1157 break;
1119 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1120 } /* item is equipped */ 1159 } /* item is equipped */
1121 } /* for loop of items */ 1160 } /* for loop of items */
1122 1161
1123 /* We've gone through all the objects the player has equipped. For many things, we 1162 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1163 * have generated intermediate values which we now need to assign.
1125 */ 1164 */
1126 1165
1127 /* 'total resistance = total protections - total vulnerabilities'. 1166 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1167 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1168 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1169 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1170 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1171 */
1133 for (i=0; i<NROFATTACKS; i++) { 1172 for (int i = 0; i < NROFATTACKS; i++)
1173 {
1134 op->resist[i] = prot[i] - vuln[i]; 1174 resist[i] = prot[i] - vuln[i];
1175
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1177 resist[i] = potion_resist[i];
1178 }
1179
1180 if (type == PLAYER)
1138 } 1181 {
1139 1182 // clamp various player stats
1183 for (int i = 0; i < NUM_STATS; ++i)
1184 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1185
1186 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1187
1140 /* Figure out the players sp/mana/hp totals. */ 1188 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level; 1189 int pl_level;
1143 1190
1144 check_stat_bounds(&(op->stats)); 1191 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1192 pl_level = level;
1146 1193
1194 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1195 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1196
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1197 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1198 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1199 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1200 stats.maxhp = 0;
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1201 for (int i = 1; i <= min (10, pl_level); i++)
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 } 1202 {
1203 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1162 1204
1163 for(i=11;i<=op->level;i++) 1205 if (i % 2 && con_bonus[stats.Con] % 2)
1164 op->stats.maxhp+=2; 1206 if (con_bonus[stats.Con] > 0)
1207 j++;
1208 else
1209 j--;
1165 1210
1211 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1212 }
1213
1214 stats.maxhp += 2 * max (0, level - 10);
1215
1166 if(op->stats.hp>op->stats.maxhp) 1216 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1217 stats.hp = stats.maxhp;
1168 1218
1169 /* Sp gain is controlled by the level of the player's 1219 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1220 * relevant experience object (mana_obj, see above)
1171 */ 1221 */
1172 /* following happen when skills system is not used */ 1222 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1223 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1224 mana_obj = this;
1225
1226 if (!grace_obj)
1227 grace_obj = this;
1228
1175 /* set maxsp */ 1229 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1230 if (!mana_obj || !mana_obj->level || type != PLAYER)
1231 mana_obj = this;
1177 1232
1178 if (mana_obj == op && op->type == PLAYER) { 1233 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1234 stats.maxsp = 1;
1180 } else { 1235 else
1236 {
1181 sp_tmp=0.0; 1237 float sp_tmp = 0.f;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1238
1239 for (int i = 1; i <= min (10, mana_obj->level); i++)
1240 {
1183 float stmp; 1241 float stmp;
1184 1242
1185 /* Got some extra bonus at first level */ 1243 /* Got some extra bonus at first level */
1186 if(i<2) { 1244 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1245 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1246 else
1190 stmp=(float)op->contr->levsp[i] 1247 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1248
1192 (float)sp_bonus[op->stats.Int])/12.0; 1249 sp_tmp += max (1.f, stmp);
1193 } 1250 }
1194 if (stmp<1.0) stmp=1.0; 1251
1195 sp_tmp+=stmp; 1252 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1196 } 1253 }
1197 op->stats.maxsp=(int)sp_tmp;
1198 1254
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1255 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1256 stats.sp = min (stats.sp, stats.maxsp * 2);
1204 op->stats.sp=op->stats.maxsp*2;
1205 1257
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1258 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1259 if (!grace_obj || !grace_obj->level || type != PLAYER)
1260 grace_obj = this;
1208 1261
1209 if (grace_obj == op && op->type == PLAYER) { 1262 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1263 stats.maxgrace = 1;
1211 } else { 1264 else
1265 {
1212 /* store grace in a float - this way, the divisions below don't create 1266 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then 1267 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next 1268 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1269 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1270 */
1217 sp_tmp=0.0; 1271 float sp_tmp = 0.f;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1272
1273 for (int i = 1; i <= min (10, grace_obj->level); i++)
1274 {
1219 float grace_tmp=0.0; 1275 float grace_tmp = 0.f;
1220 1276
1221 /* Got some extra bonus at first level */ 1277 /* Got some extra bonus at first level */
1222 if(i<2) { 1278 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1279 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else { 1280 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1281 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1227 +((float)grace_bonus[op->stats.Pow] + 1282
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1283 sp_tmp += max (1.f, grace_tmp);
1229 } 1284 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234 1285
1235 /* two grace points per level after 11 */ 1286 /* two grace points per level after 10 */
1236 for(i=11;i<=grace_obj->level;i++) 1287 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1237 op->stats.maxgrace+=2;
1238 } 1288 }
1289
1239 /* No limit on grace vs maxgrace */ 1290 /* No limit on grace vs maxgrace */
1240 1291
1241 if(op->contr->braced) { 1292 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1293 {
1294 ac += 2;
1295 wc += 4;
1296 }
1245 else 1297 else
1246 ac-=dex_bonus[op->stats.Dex]; 1298 ac -= dex_bonus[stats.Dex];
1247 1299
1248 /* In new exp/skills system, wc bonuses are related to 1300 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1301 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1302 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1303 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1304 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1305 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1306 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1307 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1308 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1309 * monster bonus the same as before. -b.t.
1258 */ 1310 */
1311 object *wc_obj = chosen_skill;
1259 1312
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1313 if (contr && wc_obj && wc_obj->level > 1)
1314 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1315 wc -= wc_obj->level + thaco_bonus[stats.Str];
1316
1262 for(i=1;i<wc_obj->level;i++) { 1317 for (int i = 1; i < wc_obj->level; i++)
1318 {
1263 /* addtional wc every 6 levels */ 1319 /* additional wc every 6 levels */
1264 if(!(i%6)) wc--; 1320 if (!(i % 6))
1321 wc--;
1322
1265 /* addtional dam every 4 levels. */ 1323 /* additional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1324 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1325 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1326 }
1268 } 1327 }
1269 } else 1328 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1329 wc -= level + thaco_bonus[stats.Str];
1271 1330
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1331 stats.dam += dam_bonus[stats.Str];
1273 1332
1274 if(op->stats.dam<1) 1333 if (stats.dam < 1)
1275 op->stats.dam=1; 1334 stats.dam = 1;
1276 1335
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1336 speed = 1.f + speed_bonus[stats.Dex];
1337
1278 if (settings.search_items && op->contr->search_str[0]) 1338 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1339 speed -= 1;
1340
1280 if (op->attacktype==0) 1341 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1342 attacktype = arch->attacktype;
1343 } /* End if player */
1282 1344
1283 } /* End if player */
1284
1285 if(added_speed>=0) 1345 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1346 speed += added_speed / 10.f;
1287 else /* Something wrong here...: */ 1347 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1348 speed /= 1.f - added_speed;
1289 1349
1290 /* Max is determined by armour */ 1350 /* Max is determined by armour */
1291 if(op->speed>max) 1351 speed = min (speed, max_speed);
1292 op->speed=max;
1293 1352
1294 if(op->type == PLAYER) { 1353 if (type == PLAYER)
1354 {
1295 /* f is a number the represents the number of kg above (positive num) 1355 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above 1356 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1357 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1358 * much above he is, and what is max carry is
1299 */ 1359 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1360 f = (carrying / 1000) - max_carry[stats.Str];
1361 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1362 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 } 1363 }
1303 1364
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1365 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 1366
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1367 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1368 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1369 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1370 speed = speed * speed_reduce_from_disease;
1310 1371
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1372 if (speed < 0.01f && type == PLAYER)
1373 speed = 0.01f;
1312 1374
1313 if(op->type == PLAYER) { 1375 if (type == PLAYER)
1314 float M,W,s,D,K,S,M2; 1376 {
1315
1316 /* (This formula was made by vidarl@ifi.uio.no) 1377 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1378 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1379 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1380 * that would just be a real pain to read.
1320 */ 1381 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1382 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 M2=max_carry[op->stats.Str]/100.0; 1383 float M2 = max_carry[stats.Str] / 100.f;
1323 W=weapon_weight/20000.0; 1384 float W = weapon_weight / 20000.f;
1324 s=2-weapon_speed/10.0; 1385 float s = (20 - weapon_speed) / 10.f;
1325 D=(op->stats.Dex-14)/14.0; 1386 float D = (stats.Dex - 14) / 14.f;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1387 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1388
1328 if(K<=0) K=0.01; 1389 K *= (4 + level) * 1.2f / (6 + level);
1329 S=op->speed/(K*s); 1390
1330 op->contr->weapon_sp=S; 1391 if (K <= 0.01f)
1392 K = 0.01f;
1393
1394 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 } 1395 }
1396
1332 /* I want to limit the power of small monsters with big weapons: */ 1397 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1398 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3) 1399 stats.dam = arch->stats.dam * 3;
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336 1400
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1401 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 * should be more than enough - remember, AC is also in 8 bits, 1402 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344 1403
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type, 1404 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1405 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1406 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1407 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1408 * one or the other.
1354 */ 1409 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1410 if (move_type == 0)
1411 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1412 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1413 move_type &= ~MOVE_WALK;
1357 1414
1358 update_ob_speed(op); 1415 if (speed != old_speed)
1416 set_speed (speed);
1359 1417
1360 /* It is quite possible that a player's spell costing might have changed, 1418 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1419 * so we will check that now.
1362 */ 1420 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1421 if (type == PLAYER)
1422 {
1423 esrv_update_stats (contr);
1424 esrv_update_spells (contr);
1425 }
1426
1427 // update the mapspace, if we are on a map
1428 if (!flag [FLAG_REMOVED] && map)
1429 map->at (x, y).flags_ = 0;
1364} 1430}
1365 1431
1366/* 1432/*
1367 * Returns true if the given player is a legal class. 1433 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1434 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1435 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1436 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1437 * false otherwise.
1372 */ 1438 */
1373 1439int
1374int allowed_class(const object *op) { 1440allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1441{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1442 return op->stats.Dex > 0
1443 && op->stats.Str > 0
1444 && op->stats.Con > 0
1445 && op->stats.Int > 0
1446 && op->stats.Wis > 0
1447 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1448 && op->stats.Cha > 0;
1378} 1449}
1379 1450
1380/* 1451/*
1381 * set the new dragon name after gaining levels or 1452 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1453 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1456 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1457 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1458 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1459 * Please, anyone, write support for 'ext_title'.
1389 */ 1460 */
1461void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1463{
1391 int atnr=-1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1465 int level = 0; /* highest level */
1393 int i; 1466 int i;
1394 1467
1395 /* Perhaps do something more clever? */ 1468 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1469 if (!abil || !skin)
1397 1470 return;
1471
1398 /* first, look for the highest level */ 1472 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1473 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1474 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1475 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476 {
1402 level = abil->resist[i]; 1477 level = abil->resist[i];
1403 atnr = i; 1478 atnr = i;
1404 } 1479 }
1405 } 1480 }
1406 1481
1407 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1483 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1412 1486
1413 level = (int)(level/5.); 1487 level = (int) (level / 5.);
1414 1488
1415 /* now set the new title */ 1489 /* now set the new title */
1416 if (pl->contr != NULL) { 1490 if (pl->contr != NULL)
1491 {
1417 if(level == 0) 1492 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1493 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1494 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1495 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1496 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1497 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1498 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1499 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else 1500 else
1501 {
1502 /* special titles for extra high resistance! */
1503 if (skin->resist[atnr] > 80)
1504 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1505 else if (skin->resist[atnr] > 50)
1506 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1507 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1508 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1509 }
1434 } 1510 }
1435 1511
1436 strcpy(pl->contr->own_title, ""); 1512 strcpy (pl->contr->own_title, "");
1437} 1513}
1438 1514
1439/* 1515/*
1440 * This function is called when a dragon-player gains 1516 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1517 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1518 * or change the ability-focus.
1443 */ 1519 */
1520void
1444void dragon_level_gain(object *who) { 1521dragon_level_gain (object *who)
1522{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1523 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1524 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1525 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1526 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1527
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1528 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1529 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1530 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1531 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1532 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1533 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1534 skin = tmp;
1457 } 1535
1458 }
1459 /* if the force is missing -> bail out */ 1536 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1537 if (abil == NULL)
1461 1538 return;
1539
1462 /* The ability_force keeps track of maximum level ever achieved. 1540 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1541 * New abilties can only be gained by surpassing this max level
1464 */ 1542 */
1465 if (who->level > abil->level) { 1543 if (who->level > abil->level)
1544 {
1466 /* increase our focused ability */ 1545 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1546 abil->resist[abil->stats.exp]++;
1468
1469 1547
1548
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1549 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1550 {
1471 /* time to hand out a new ability-gift */ 1551 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1552 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1553 }
1475 1554
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1555 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1556 {
1477 /* apply new ability focus */ 1557 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1558 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1559 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1560
1482 abil->stats.exp = abil->last_eat; 1561 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1562 abil->last_eat = 0;
1484 } 1563 }
1485 1564
1486 abil->level = who->level; 1565 abil->level = who->level;
1487 } 1566 }
1488 1567
1489 /* last but not least, set the new title for the dragon */ 1568 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1569 set_dragon_name (who, abil, skin);
1491} 1570}
1492 1571
1493/* Handy function - given the skill name skill_name, we find the skill 1572/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1573 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1574 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1575 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1576 * want to do something with it immediately.
1498 */ 1577 */
1578object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1579give_skill_by_name (object *op, const char *skill_name)
1500{ 1580{
1501 object *skill_obj; 1581 object *skill_obj;
1502 1582
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1583 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1584 if (!skill_obj)
1585 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1587 return NULL;
1507 } 1588 }
1589
1508 /* clear the flag - exp goes into this bucket, but player 1590 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1591 * still doesn't know it.
1510 */ 1592 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1594 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1595 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1596 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1597
1598 if (player *pl = op->contr)
1599 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1600 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1601 if (pl->ns)
1602 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1603 }
1604
1519 return skill_obj; 1605 return skill_obj;
1520} 1606}
1521
1522 1607
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1608/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1609 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1610 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1611 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1612 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1613 * (eg, skill)
1529 */ 1614 */
1615void
1530void player_lvl_adj(object *who, object *op) { 1616player_lvl_adj (object *who, object *op)
1617{
1531 char buf[MAX_BUF]; 1618 char buf[MAX_BUF];
1532 1619 bool changed = false;
1620
1533 if(!op) /* when rolling stats */ 1621 if (!op) /* when rolling stats */
1534 op = who; 1622 op = who;
1535 1623
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1624 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 {
1626 changed = true;
1627
1537 op->level++; 1628 op->level++;
1538 1629
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1630 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1631 dragon_level_gain (who);
1541 1632
1542 /* Only roll these if it is the player (who) that gained the level */ 1633 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1634 if (op == who && (who->level < 11) && who->type == PLAYER)
1635 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1636 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1637 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1638 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1639 }
1640
1641 if (op->level > 1)
1547 } 1642 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1643 if (op->type != PLAYER)
1644 {
1645 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 }
1553 else 1648 else
1649 {
1650 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1651 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1652 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1653
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1654 if (who)
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1655 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1656 }
1657 }
1658
1659 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1660 {
1661 changed = true;
1662
1663 op->level--;
1664
1665 if (op->type != PLAYER)
1564 } 1666 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1667 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1668 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1669 }
1670 }
1671
1672 if (changed)
1566 } 1673 {
1674 who->update_stats ();
1675 esrv_update_stats (who->contr);
1567 /* check if the spell data has changed */ 1676 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr); 1677 esrv_update_spells (who->contr);
1678 }
1569} 1679}
1570 1680
1571/* 1681/*
1572 * Returns how much experience is needed for a player to become 1682 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1683 * the given level. level should really never exceed max_level
1574 */ 1684 */
1575 1685
1686sint64
1576sint64 level_exp(int level,double expmul) { 1687level_exp (int level, double expmul)
1688{
1577 if (level > settings.max_level) 1689 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1690 return (sint64) (expmul * levels[settings.max_level]);
1691
1579 return (sint64) (expmul * levels[level]); 1692 return (sint64) (expmul * levels[level]);
1580} 1693}
1581 1694
1582/* 1695/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1696 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1697 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1698 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1699 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1700 * this can now work on a much larger set of objects.
1588 */ 1701 */
1702void
1589void calc_perm_exp(object *op) 1703calc_perm_exp (object *op)
1590{ 1704{
1591 int p_exp_min; 1705 int p_exp_min;
1592 1706
1593 /* Ensure that our permanent experience minimum is met. 1707 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1708 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1709 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1710 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1711
1598 if (op->perm_exp < p_exp_min) 1712 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1713 op->perm_exp = p_exp_min;
1600 1714
1601 /* Cap permanent experience. */ 1715 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1716 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1717 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1718 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1719 op->perm_exp = MAX_EXPERIENCE;
1606} 1720}
1607
1608 1721
1609/* Add experience to a player - exp should only be positive. 1722/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1723 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1724 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1725 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1726 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1727 * flag is what to do if the player doesn't have the skill:
1615 */ 1728 */
1616 1729static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1730add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1731{
1619 object *skill_obj=NULL; 1732 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1733 sint64 limit, exp_to_add;
1621 int i; 1734 int i;
1622 1735
1623 /* prevents some forms of abuse. */ 1736 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1737 if (op->contr->braced)
1738 exp /= 5;
1625 1739
1626 /* Try to find the matching skill. 1740 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1741 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1742 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1743 * the players inventory.
1630 */ 1744 */
1631 if (skill_name) { 1745 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1746 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1747 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1748 skill_obj = op->chosen_skill;
1635 else { 1749 else
1750 {
1636 for (i=0; i<NUM_SKILLS; i++) 1751 for (i = 0; i < NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1752 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1753 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1754 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1755 break;
1641 } 1756 }
1642 1757
1643 /* Player doesn't have the skill. Check to see what to do, and give 1758 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1759 * it to the player if necessary
1645 */ 1760 */
1646 if (!skill_obj) { 1761 if (!skill_obj)
1762 {
1647 if (flag == SK_EXP_NONE) return; 1763 if (flag == SK_EXP_NONE)
1764 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1765 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1766 give_skill_by_name (op, skill_name);
1650 }
1651 } 1767 }
1768 }
1769 }
1770
1771 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1772 {
1653
1654 /* Basically, you can never gain more experience in one shot 1773 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1774 * than half what you need to gain for next level.
1656 */ 1775 */
1657 exp_to_add = exp; 1776 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1777 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1778 if (exp_to_add > limit)
1779 exp_to_add = limit;
1660 1780
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1781 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1782 if (settings.permanent_exp_ratio)
1783 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1784 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1785 calc_perm_exp (op);
1665 } 1786 }
1666 1787
1667 player_lvl_adj(op,NULL); 1788 player_lvl_adj (op, NULL);
1789 }
1790
1668 if (skill_obj) { 1791 if (skill_obj)
1792 {
1669 exp_to_add = exp; 1793 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1794 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1795 if (exp_to_add > limit)
1796 exp_to_add = limit;
1797
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1798 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1799 if (settings.permanent_exp_ratio)
1800 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1801 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1802 calc_perm_exp (skill_obj);
1676 } 1803 }
1804
1677 player_lvl_adj(op,skill_obj); 1805 player_lvl_adj (op, skill_obj);
1678 } 1806 }
1679} 1807}
1680 1808
1681/* This function checks to make sure that object 'op' can 1809/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1810 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1812 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1813 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1814 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1815 * amount that should get subtract from the player.
1688 */ 1816 */
1817sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1818check_exp_loss (const object *op, sint64 exp)
1690{ 1819{
1691 sint64 del_exp; 1820 sint64 del_exp;
1692 1821
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1822 if (exp > op->stats.exp)
1823 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1824 if (settings.permanent_exp_ratio)
1825 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1826 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1827 if (del_exp < 0)
1828 del_exp = 0;
1697 if (exp > del_exp) exp=del_exp; 1829 if (exp > del_exp)
1830 exp = del_exp;
1698 } 1831 }
1699 return exp; 1832 return exp;
1700} 1833}
1701 1834
1835sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1836check_exp_adjust (const object *op, sint64 exp)
1703{ 1837{
1838 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1839 return check_exp_loss (op, exp);
1840 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1841 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1842}
1707 1843
1708 1844
1709/* Subtracts experience from player. 1845/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1846 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1716 * as much as listed. Eg, if player has gotten reduced to the point 1852 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1853 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1854 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1855 * a postive number.
1720 */ 1856 */
1857static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1858subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1859{
1723 float fraction = (float) exp/(float) op->stats.exp; 1860 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1861 object *tmp;
1725 sint64 del_exp; 1862 sint64 del_exp;
1726 1863
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1864 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1865 if (tmp->type == SKILL && tmp->stats.exp)
1866 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1867 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1868 {
1730 del_exp = check_exp_loss(tmp, exp); 1869 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1870 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1871 player_lvl_adj (op, tmp);
1872 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1873 else if (flag != SK_SUBTRACT_SKILL_EXP)
1874 {
1734 /* only want to process other skills if we are not trying 1875 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1876 * to match a specific skill.
1736 */ 1877 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1878 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1879 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1880 player_lvl_adj (op, tmp);
1740 } 1881 }
1741 } 1882 }
1883
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1884 if (flag != SK_SUBTRACT_SKILL_EXP)
1885 {
1743 del_exp = check_exp_loss(op, exp); 1886 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1887 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1888 player_lvl_adj (op, NULL);
1746 } 1889 }
1747} 1890}
1748
1749
1750 1891
1751/* change_exp() - changes experience to a player/monster. This 1892/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1893 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1894 *
1754 * The exp passed is typically not modified much by this function - 1895 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1896 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1897 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1898 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1899 * these last two values are only used for players.
1759 */ 1900 */
1760 1901void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1902change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1903{
1763#ifdef EXP_DEBUG 1904#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1905 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1906#endif
1769#endif
1770 1907
1771 /* safety */ 1908 /* safety */
1772 if(!op) { 1909 if (!op)
1910 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1911 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1912 return;
1775 } 1913 }
1776 1914
1777 /* if no change in exp, just return - most of the below code 1915 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1916 * won't do anything if the value is 0 anyways.
1779 */ 1917 */
1780 if (exp == 0) return; 1918 if (exp == 0)
1919 return;
1781 1920
1782 /* Monsters are easy - we just adjust their exp - we 1921 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1922 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1923 * the exp they have - the monsters exp represents what its
1785 * worth. 1924 * worth.
1786 */ 1925 */
1787 if(op->type != PLAYER) { 1926 if (op->type != PLAYER)
1927 {
1788 /* Sanity check */ 1928 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1929 if (!QUERY_FLAG (op, FLAG_ALIVE))
1930 return;
1790 1931
1791 /* reset exp to max allowed value. We subtract from 1932 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1933 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1934 * more than max exp, just return.
1935 */
1936 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1937 {
1938 exp = MAX_EXPERIENCE - op->stats.exp;
1939 if (exp < 0)
1940 return;
1941 }
1942
1943 op->stats.exp += exp;
1944 }
1945 else
1946 { /* Players only */
1947 if (exp > 0)
1948 add_player_exp (op, exp, skill_name, flag);
1949 else
1950 /* note that when you lose exp, it doesn't go against
1951 * a particular skill, so we don't need to pass that
1952 * along.
1794 */ 1953 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1954 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1955 }
1813} 1956}
1814 1957
1815/* Applies a death penalty experience, the size of this is defined by the 1958/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 1959 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1960 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1961 */
1819 1962void
1820void apply_death_exp_penalty(object *op) { 1963apply_death_exp_penalty (object *op)
1964{
1821 object *tmp; 1965 object *tmp;
1822 sint64 loss; 1966 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1967 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1968 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1969
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1970 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1971 if (tmp->type == SKILL && tmp->stats.exp)
1972 {
1828 1973
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1974 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1975 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 1976
1832 /* With the revised exp system, you can get cases where 1977 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1978 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1979 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1980 * tables is a lot harder.
1836 */ 1981 */
1837 if (level_loss < 0) level_loss = 0; 1982 if (level_loss < 0)
1983 level_loss = 0;
1838 1984
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1985 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 1986
1841 tmp->stats.exp -= loss; 1987 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1988 player_lvl_adj (op, tmp);
1843 } 1989 }
1844 1990
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1991 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1992 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1993
1994 if (level_loss < 0)
1995 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1996 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 1997
1850 op->stats.exp -= loss; 1998 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1999 player_lvl_adj (op, NULL);
1852} 2000}
1853 2001
1854/* This function takes an object (monster/player, op), and 2002/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 2003 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 2004 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 2005 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 2006 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 2007 * Returns 1 if op makes his save, 0 if he failed
1860 */ 2008 */
2009int
1861int did_make_save(const object *op, int level, int bonus) 2010did_make_save (const object *op, int level, int bonus)
1862{ 2011{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2012 if (level > MAX_SAVE_LEVEL)
2013 level = MAX_SAVE_LEVEL;
1864 2014
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2015 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 2016 return 0;
2017
2018 return 1;
1868} 2019}
1869

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