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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.18 by elmex, Wed Dec 20 10:31:00 2006 UTC

1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 198 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.", 206 "You feel your memory return.",
215 "You feel your spirits return." 207 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
221 "You feel wiser.", 213 "You feel wiser.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.", 215 "You feel smarter.",
224 "You feel more potent." 216 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!", 223 "You look ugly!",
232 "You feel stupid!", 224 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!"
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 234};
243 235
244/* 236/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 238 * what attr is (STR to POW).
247 */ 239 */
248 240
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living * stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280 274
281void 275void
282change_attr_value(living *stats,int attr,sint8 value) { 276change_attr_value (living * stats, int attr, sint8 value)
277{
283 if (value==0) return; 278 if (value == 0)
279 return;
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living * stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
316 {
318 case STR: 317 case STR:
319 return(stats->Str); 318 return (stats->Str);
320 case DEX: 319 case DEX:
321 return(stats->Dex); 320 return (stats->Dex);
322 case CON: 321 case CON:
323 return(stats->Con); 322 return (stats->Con);
324 case WIS: 323 case WIS:
325 return(stats->Wis); 324 return (stats->Wis);
326 case CHA: 325 case CHA:
327 return(stats->Cha); 326 return (stats->Cha);
328 case INT: 327 case INT:
329 return(stats->Int); 328 return (stats->Int);
330 case POW: 329 case POW:
331 return(stats->Pow); 330 return (stats->Pow);
332 } 331 }
333 return 0; 332 return 0;
334} 333}
335 334
336/* 335/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 337 * 1-30 stat limit.
339 */ 338 */
340 339
340void
341void check_stat_bounds(living *stats) { 341check_stat_bounds (living * stats)
342{
342 int i,v; 343 int i, v;
344
343 for(i=0;i<NUM_STATS;i++) 345 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 346 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 347 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 348 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 349 set_attr_value (stats, i, MIN_STAT);
348} 350}
349 351
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 353
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 357 */
356#define DIFF_MSG(flag, msg1, msg2) \ 358#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 360
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 361/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362
360/* flag is set to 1 if we are applying the object, -1 if we are removing 363/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 364 * the object.
362 * It is the calling functions responsibilty to check to see if the object 365 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 366 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 367 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 369 * 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 370 * 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 371 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 372 * that gives them that ability.
370 */ 373 */
374int
371int change_abil(object *op, object *tmp) { 375change_abil (object *op, object *tmp)
376{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 378 char message[MAX_BUF];
374 int potion_max=0; 379 int potion_max = 0;
375 380
376 /* remember what object was like before it was changed. note that 381 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 382 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 383 * found by fix_player. refop is not a real object
379 */ 384 */
380 object_pod refop = *op; 385 object_pod refop = *op;
381 386
382 if(op->type==PLAYER) { 387 if (op->type == PLAYER)
388 {
383 if (tmp->type==POTION) { 389 if (tmp->type == POTION)
390 {
384 potion_max=1; 391 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 392 for (j = 0; j < NUM_STATS; j++)
393 {
386 int nstat, ostat; 394 int nstat, ostat;
387 395
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 396 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 397 i = get_attr_value (&(tmp->stats), j);
390 398
391 /* nstat is what the stat will be after use of the potion */ 399 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 400 nstat = flag * i + ostat;
393 401
394 /* Do some bounds checking. While I don't think any 402 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 403 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 404 * that adjust that stat by more than one point, so we need
397 * to allow for that. 405 * to allow for that.
398 */ 406 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 407 if (nstat < 1 && i * flag < 0)
408 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
402 } 412 }
403 if (nstat != ostat) { 413 if (nstat != ostat)
414 {
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 415 set_attr_value (&(op->contr->orig_stats), j, nstat);
405 potion_max=0; 416 potion_max = 0;
406 } 417 }
407 else if (i) { 418 else if (i)
419 {
408 /* potion is useless - player has already hit the natural maximum */ 420 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 421 potion_max = 1;
410 } 422 }
411 } 423 }
412 /* This section of code ups the characters normal stats also. I am not 424 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 425 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 426 * recalculates this anyway.
415 */ 427 */
416 for(j=0;j<NUM_STATS;j++) 428 for (j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
418 check_stat_bounds(&(op->stats)); 430 check_stat_bounds (&(op->stats));
419 } /* end of potion handling code */ 431 } /* end of potion handling code */
420 } 432 }
421 433
422 /* reset attributes that fix_player doesn't reset since it doesn't search 434 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set 435 * everything to set
424 */ 436 */
425 if(flag == -1) { 437 if (flag == -1)
438 {
426 op->attacktype&=~tmp->attacktype; 439 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 440 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 441 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 442 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 443 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 444 * and not the other move_ fields.
432 */ 445 */
433 op->move_type &= ~tmp->move_type; 446 op->move_type &= ~tmp->move_type;
434 } 447 }
435 448
436 /* call fix_player since op object could have whatever attribute due 449 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 450 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here 451 * change_ability then might as well call it from here
439 */ 452 */
440 fix_player(op); 453 fix_player (op);
441 454
442 /* Fix player won't add the bows ability to the player, so don't 455 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 456 * print out message if this is a bow.
444 */ 457 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 {
446 success=1; 460 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 462 }
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 {
451 success=1; 465 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 467 }
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 {
456 success=1; 470 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 472 }
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
461 success=1; 475 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 477 }
465 /* movement type has changed. We don't care about cases where 478 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 479 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 480 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 481 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 482 * from fly high)
470 */ 483 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 484 if (tmp->move_type && op->move_type != refop.move_type)
485 {
472 success=1; 486 success = 1;
473 487
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 489 * status doesn't make a difference if you are flying high
476 */ 490 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 494 }
480 495
481 if (tmp->move_type & MOVE_FLY_HIGH) { 496 if (tmp->move_type & MOVE_FLY_HIGH)
497 {
482 /* double conditional - second case covers if you have move_fly_low - 498 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 499 * in that case, you don't actually land
484 */ 500 */
485 DIFF_MSG(flag, "You soar into the air air!.", 501 DIFF_MSG (flag, "You soar into the air air!.",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 503 }
489 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 506
492 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 508 check_move_on (op, op);
494 } 509 }
495 510
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 511 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 512 * originally undead may change their status
498 */ 513 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
501 success=1; 517 success = 1;
502 if(flag>0) { 518 if (flag > 0)
519 {
503 op->race = "undead"; 520 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 }
505 } else { 523 else
524 {
506 op->race = op->arch->clone.race; 525 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 {
537 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 }
540 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision
542 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 {
545 success = 1;
546 if (flag > 0)
547 {
548 if (QUERY_FLAG (op, FLAG_WIZ))
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else
551 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND);
554 if (op->type == PLAYER)
555 op->contr->do_los = 1;
508 } 556 }
509 } 557 }
510 558 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 559 {
512 success=1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 560 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 562 else
563 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 565 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 566 if (op->type == PLAYER)
531 op->contr->do_los=1; 567 op->contr->do_los = 1;
532 } 568 }
533 } else { 569 }
570 }
571
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
573 {
574 success = 1;
575 if (op->type == PLAYER)
576 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 }
579
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
581 {
582 success = 1;
583 if (flag > 0)
584 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 585 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 587 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 588 {
538 CLEAR_FLAG(op,FLAG_BLIND); 589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 590 if (op->type == PLAYER)
540 op->contr->do_los=1; 591 op->contr->do_los = 1;
541 } 592 }
542 } 593 }
543 } 594 else
544 595 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 596 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 598 else
599 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 601 if (op->type == PLAYER)
560 op->contr->do_los=1; 602 op->contr->do_los = 1;
561 } 603 }
562 } else { 604 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 605 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 606
607 if (tmp->stats.luck)
608 {
609 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 }
612
613 if (tmp->stats.hp && op->type == PLAYER)
614 {
615 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 }
618
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
620 {
621 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 }
624
625 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER)
627 {
628 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 }
631
632 if (tmp->stats.food && op->type == PLAYER)
633 {
634 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 }
637
638 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++)
640 {
641 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */
643
644 if (op->resist[i] != refop.resist[i])
645 {
646 success = 1;
647 if (op->resist[i] > refop.resist[i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 649 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 651
568 op->contr->do_los=1; 652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 }
654 }
655
656 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++)
659 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 {
662 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 664 }
570 } 665 }
571 } 666 }
572
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success; 667 return success;
629} 668}
630 669
631/* 670/*
632 * Stat draining by Vick 930307 671 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 672 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 673 */
635 674
675void
636void drain_stat(object *op) { 676drain_stat (object *op)
677{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 678 drain_specific_stat (op, RANDOM () % NUM_STATS);
638} 679}
639 680
681void
640void drain_specific_stat(object *op, int deplete_stats) { 682drain_specific_stat (object *op, int deplete_stats)
683{
641 object *tmp; 684 object *tmp;
642 archetype *at; 685 archetype *at;
643 686
644 at = find_archetype(ARCH_DEPLETION); 687 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 688 if (!at)
689 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 690 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 691 return;
692 }
648 } else { 693 else
694 {
649 tmp = present_arch_in_ob(at, op); 695 tmp = present_arch_in_ob (at, op);
650 if (!tmp) { 696 if (!tmp)
697 {
651 tmp = arch_to_object(at); 698 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 699 tmp = insert_ob_in_ob (tmp, op);
653 SET_FLAG(tmp,FLAG_APPLIED); 700 SET_FLAG (tmp, FLAG_APPLIED);
654 } 701 }
655 } 702 }
656 703
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 705 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 706 fix_player (op);
660} 707}
661 708
662/* 709/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 710 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 711 * via an applied bad_luck object.
665 */ 712 */
666 713
714void
667void change_luck(object *op, int value) { 715change_luck (object *op, int value)
716{
668 object *tmp; 717 object *tmp;
669 archetype *at; 718 archetype *at;
670 int new_luck; 719 int new_luck;
671 720
672 at = find_archetype("luck"); 721 at = archetype::find ("luck");
673 if (!at) 722 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 724 else
725 {
676 tmp = present_arch_in_ob(at, op); 726 tmp = present_arch_in_ob (at, op);
677 if (!tmp) { 727 if (!tmp)
728 {
729 if (!value)
730 return;
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
678 if (!value) 735 if (value)
679 return; 736 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 737 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 738 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 739 * in op itself).
688 */ 740 */
689 new_luck = tmp->stats.luck+value; 741 new_luck = tmp->stats.luck + value;
690 if (new_luck >= -100 && new_luck <= 100) { 742 if (new_luck >= -100 && new_luck <= 100)
743 {
691 op->stats.luck+=value; 744 op->stats.luck += value;
692 tmp->stats.luck = new_luck; 745 tmp->stats.luck = new_luck;
746 }
693 } 747 }
694 } else { 748 else
749 {
695 if (!tmp->stats.luck) { 750 if (!tmp->stats.luck)
751 {
696 return; 752 return;
697 } 753 }
698 /* Randomly change the players luck. Basically, we move it 754 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 755 * back neutral (if greater>0, subtract, otherwise add)
700 */ 756 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758 {
702 int diff = tmp->stats.luck>0?-1:1; 759 int diff = tmp->stats.luck > 0 ? -1 : 1;
760
703 op->stats.luck += diff; 761 op->stats.luck += diff;
704 tmp->stats.luck += diff; 762 tmp->stats.luck += diff;
763 }
705 } 764 }
706 }
707 } 765 }
708} 766}
709 767
710/* 768/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 769 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 770 */
713 771
772void
714void remove_statbonus(object *op) { 773remove_statbonus (object *op)
774{
715 op->stats.Str -= op->arch->clone.stats.Str; 775 op->stats.Str -= op->arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 776 op->stats.Dex -= op->arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 777 op->stats.Con -= op->arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 778 op->stats.Wis -= op->arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 779 op->stats.Pow -= op->arch->clone.stats.Pow;
730 790
731/* 791/*
732 * Adds stat-bonuses given by the class which the player has chosen. 792 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 793 */
734 794
795void
735void add_statbonus(object *op) { 796add_statbonus (object *op)
797{
736 op->stats.Str += op->arch->clone.stats.Str; 798 op->stats.Str += op->arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 799 op->stats.Dex += op->arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 800 op->stats.Con += op->arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 801 op->stats.Wis += op->arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 802 op->stats.Pow += op->arch->clone.stats.Pow;
754 * of the given object. Note: This function works for both monsters 816 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 817 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 818 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 819 * and then adjusts them according to what the player has equipped.
758 */ 820 */
821
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822/* July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 823 spell system split, grace points now added to system --peterm
761 */ 824 */
762 825
826void
763void fix_player(object *op) { 827fix_player (object *op)
828{
764 int i,j; 829 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 831 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
770 835
771 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 837 if (op->type == PLAYER)
838 {
773 for(i=0;i<NUM_STATS;i++) { 839 for (i = 0; i < NUM_STATS; i++)
840 {
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
775 } 842 }
776 if (settings.spell_encumbrance == TRUE) 843 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 844 op->contr->encumbrance = 0;
778 845
779 op->attacktype=0; 846 op->attacktype = 0;
780 op->contr->digestion = 0; 847 op->contr->digestion = 0;
781 op->contr->gen_hp = 0; 848 op->contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 849 op->contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 850 op->contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 851 op->contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 852 op->contr->item_power = 0;
786 853
787 /* Don't clobber all the range_ values. range_golem otherwise 854 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset 855 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below 856 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped. 857 * well get filled in based on what the player has equipped.
791 */ 858 */
792 op->contr->ranges[range_bow] = NULL; 859 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL; 860 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL; 861 op->contr->ranges[range_skill] = NULL;
795 } 862 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
797 864
798 op->slaying = 0; 865 op->slaying = 0;
799 866
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 867 if (!QUERY_FLAG (op, FLAG_WIZ))
868 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 869 CLEAR_FLAG (op, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
803 } 871 }
804 872
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 873 CLEAR_FLAG (op, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 874 CLEAR_FLAG (op, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 875 CLEAR_FLAG (op, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL); 877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD); 881 CLEAR_FLAG (op, FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
816 884
817 op->path_attuned=op->arch->clone.path_attuned; 885 op->path_attuned = op->arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 886 op->path_repelled = op->arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 887 op->path_denied = op->arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 888 op->glow_radius = op->arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 889 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL; 890 op->chosen_skill = NULL;
823 891
824 /* initializing resistances from the values in player/monster's 892 /* initializing resistances from the values in player/monster's
825 * archetype clone 893 * archetype clone
826 */ 894 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
828 896
829 for (i=0;i<NROFATTACKS;i++) { 897 for (i = 0; i < NROFATTACKS; i++)
898 {
830 if (op->resist[i] > 0) 899 if (op->resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 900 prot[i] = op->resist[i], vuln[i] = 0;
832 else 901 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 902 vuln[i] = -(op->resist[i]), prot[i] = 0;
834 potion_resist[i]=0; 903 potion_resist[i] = 0;
835 } 904 }
836 905
837 wc=op->arch->clone.stats.wc; 906 wc = op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 907 op->stats.dam = op->arch->clone.stats.dam;
839 908
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 909 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 910 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 911 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise, 912 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find 913 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 914 * that their protection from physical goes down
846 */ 915 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
917 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
850 } 920 }
851 else 921 else
852 ac=op->arch->clone.stats.ac; 922 ac = op->arch->clone.stats.ac;
853 923
854 op->stats.luck=op->arch->clone.stats.luck; 924 op->stats.luck = op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 925 op->speed = op->arch->clone.speed;
856 926
857 /* OK - we've reset most all the objects attributes to sane values. 927 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped. 928 * now go through and make adjustments for what the player has equipped.
859 */ 929 */
860 930
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
932 {
862 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
864 */ 935 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
866 938
867 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function. 941 * then calls this function.
870 */ 942 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
872 continue; 945 continue;
873 } 946 }
874 947
875 /* For some things, we don't care what is equipped */ 948 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 949 if (tmp->type == SKILL)
950 {
877 /* Want to take the highest skill here. */ 951 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 952 if (IS_MANA_SKILL (tmp->subtype))
953 {
879 if (!mana_obj) mana_obj=tmp; 954 if (!mana_obj)
955 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 956 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp;
881 } 958 }
882 if (IS_GRACE_SKILL(tmp->subtype)) { 959 if (IS_GRACE_SKILL (tmp->subtype))
960 {
883 if (!grace_obj) grace_obj=tmp; 961 if (!grace_obj)
962 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 963 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp;
885 } 965 }
886 } 966 }
887 967
888 /* Container objects are not meant to adjust a players, but other applied 968 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 969 * objects need to make adjustments.
890 * This block should handle all player specific changes 970 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 971 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 972 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 973 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 974 * because the skill shouldn't count against body positions being used
895 * up, etc. 975 * up, etc.
896 */ 976 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 {
899 if(op->type==PLAYER) { 980 if (op->type == PLAYER)
981 {
900 if (tmp->type == BOW) 982 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp; 983 op->contr->ranges[range_bow] = tmp;
902 984
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
904 op->contr->ranges[range_misc] = tmp; 986 op->contr->ranges[range_misc] = tmp;
905 987
906 for(i=0;i<NUM_STATS;i++) 988 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
908 990
909 /* these are the items that currently can change digestion, regeneration, 991 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 992 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 993 * list, but other items store other info into stats array.
912 */ 994 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 995 if ((tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 997 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) { 1002 (tmp->type == SKILL))
1003 {
921 op->contr->digestion += tmp->stats.food; 1004 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 1005 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 1006 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 1007 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1008 op->contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 1009 op->contr->item_power += tmp->item_power;
927 } 1010 }
928 } /* if this is a player */ 1011 } /* if this is a player */
929 1012
930 /* Update slots used for items */ 1013 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1014 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 1017 op->body_used[i] += tmp->body_info[i];
934 } 1018 }
935 1019
936 if(tmp->type==SYMPTOM) { 1020 if (tmp->type == SYMPTOM)
1021 {
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
939 } 1025 }
940 1026
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1028 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1029 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1030 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1031 */
946 if (tmp->type != POTION) { 1032 if (tmp->type != POTION)
1033 {
947 for (i=0; i<NROFATTACKS; i++) { 1034 for (i = 0; i < NROFATTACKS; i++)
1035 {
948 /* Potential for cursed potions, in which case we just can use 1036 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1037 * a straight MAX, as potion_resist is initialized to zero.
950 */ 1038 */
951 if (tmp->type==POTION_EFFECT) { 1039 if (tmp->type == POTION_EFFECT)
1040 {
952 if (potion_resist[i]) 1041 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1043 else
955 potion_resist[i] = tmp->resist[i]; 1044 potion_resist[i] = tmp->resist[i];
956 } 1045 }
957 else if (tmp->resist[i] > 0) 1046 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1048 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
961 } 1050 }
962 } 1051 }
963 1052
964 /* There may be other things that should not adjust the attacktype */ 1053 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype; 1055 op->attacktype |= tmp->attacktype;
967 1056
968 op->path_attuned|=tmp->path_attuned; 1057 op->path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1058 op->path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1059 op->path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck; 1060 op->stats.luck += tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1061 op->move_type |= tmp->move_type;
973 1062
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1064 SET_FLAG (op, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1066 SET_FLAG (op, FLAG_REFL_SPELL);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1068 SET_FLAG (op, FLAG_REFL_MISSILE);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
981 1077
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 1079 SET_FLAG (op, FLAG_UNDEAD);
984 1080
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 {
986 SET_FLAG(op,FLAG_MAKE_INVIS); 1083 SET_FLAG (op, FLAG_MAKE_INVIS);
987 op->invisible=1; 1084 op->invisible = 1;
988 } 1085 }
989 1086
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1087 if (tmp->stats.exp && tmp->type != SKILL)
1088 {
991 if(tmp->stats.exp > 0) { 1089 if (tmp->stats.exp > 0)
1090 {
992 added_speed+=(float)tmp->stats.exp/3.0; 1091 added_speed += (float) tmp->stats.exp / 3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1093 }
994 } else 1094 else
995 added_speed+=(float)tmp->stats.exp; 1095 added_speed += (float) tmp->stats.exp;
996 } 1096 }
997 1097
998 switch(tmp->type) { 1098 switch (tmp->type)
1099 {
999 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1001 case SKILL: 1102 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104 break;
1003 1105
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1005 1108
1006 if (op->chosen_skill) { 1109 if (op->chosen_skill)
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 } 1111
1009 op->chosen_skill = tmp; 1112 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1113
1114 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1117 weapon_speed = (int) WEAPON_SPEED (tmp);
1118 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1119 weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1120 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1066 if(weapon_speed<0) weapon_speed=0; 1122 if (tmp->magic)
1123 op->stats.dam += tmp->magic;
1124 }
1125
1126 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic);
1128
1129 if (tmp->slaying != NULL)
1067 op->slaying = tmp->slaying; 1130 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do 1131
1069 * extra strength damage, this is where the code should 1132 if (tmp->stats.ac)
1070 * go. 1133 ac -= (tmp->stats.ac + tmp->magic);
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1075 break;
1076 1136
1077 case ARMOUR: /* Only the best of these three are used: */ 1137 if (op->type == PLAYER)
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1138 op->contr->ranges[range_skill] = op;
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break; 1139 break;
1140
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING:
1155 case AMULET:
1156 case GIRDLE:
1157 case HELMET:
1158 case BOOTS:
1159 case GLOVES:
1160 case CLOAK:
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic);
1165 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic);
1167 break;
1168
1169 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic);
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic;
1173 op->stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 if (weapon_speed < 0)
1177 weapon_speed = 0;
1178 op->slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 op->current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205 if (tmp->stats.ac)
1206 {
1207 if (best_ac < tmp->stats.ac + tmp->magic)
1208 {
1209 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic;
1211 }
1212 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic;
1214 }
1215 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic);
1217 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic);
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0;
1221 break;
1103 } /* switch tmp->type */ 1222 } /* switch tmp->type */
1104 } /* item is equipped */ 1223 } /* item is equipped */
1105 } /* for loop of items */ 1224 } /* for loop of items */
1106 1225
1107 /* We've gone through all the objects the player has equipped. For many things, we 1226 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign. 1227 * have generated intermediate values which we now need to assign.
1109 */ 1228 */
1110 1229
1111 /* 'total resistance = total protections - total vulnerabilities'. 1230 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1231 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1232 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1233 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1234 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1235 */
1117 for (i=0; i<NROFATTACKS; i++) { 1236 for (i = 0; i < NROFATTACKS; i++)
1237 {
1118 op->resist[i] = prot[i] - vuln[i]; 1238 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1240 op->resist[i] = potion_resist[i];
1122 } 1241 }
1123 1242
1124 /* Figure out the players sp/mana/hp totals. */ 1243 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1244 if (op->type == PLAYER)
1245 {
1126 int pl_level; 1246 int pl_level;
1127 1247
1128 check_stat_bounds(&(op->stats)); 1248 check_stat_bounds (&(op->stats));
1129 pl_level=op->level; 1249 pl_level = op->level;
1130 1250
1251 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1253
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1254 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1256 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1260 if (i % 2 && con_bonus[op->stats.Con] % 2)
1261 {
1139 if (con_bonus[op->stats.Con]>0) 1262 if (con_bonus[op->stats.Con] > 0)
1140 j++; 1263 j++;
1141 else 1264 else
1142 j--; 1265 j--;
1143 } 1266 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1268 }
1146 1269
1147 for(i=11;i<=op->level;i++) 1270 for (i = 11; i <= op->level; i++)
1148 op->stats.maxhp+=2; 1271 op->stats.maxhp += 2;
1149 1272
1150 if(op->stats.hp>op->stats.maxhp) 1273 if (op->stats.hp > op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1274 op->stats.hp = op->stats.maxhp;
1152 1275
1153 /* Sp gain is controlled by the level of the player's 1276 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1277 * relevant experience object (mana_obj, see above)
1155 */ 1278 */
1156 /* following happen when skills system is not used */ 1279 /* following happen when skills system is not used */
1280 if (!mana_obj)
1157 if(!mana_obj) mana_obj = op; 1281 mana_obj = op;
1282 if (!grace_obj)
1158 if(!grace_obj) grace_obj = op; 1283 grace_obj = op;
1159 /* set maxsp */ 1284 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1286 mana_obj = op;
1161 1287
1162 if (mana_obj == op && op->type == PLAYER) { 1288 if (mana_obj == op && op->type == PLAYER)
1289 {
1163 op->stats.maxsp = 1; 1290 op->stats.maxsp = 1;
1291 }
1164 } else { 1292 else
1293 {
1165 sp_tmp=0.0; 1294 sp_tmp = 0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1167 float stmp; 1297 float stmp;
1168 1298
1169 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1170 if(i<2) { 1300 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1301 {
1174 stmp=(float)op->contr->levsp[i] 1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 } 1303 }
1304 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1307 }
1178 if (stmp<1.0) stmp=1.0; 1308 if (stmp < 1.0)
1309 stmp = 1.0;
1179 sp_tmp+=stmp; 1310 sp_tmp += stmp;
1180 } 1311 }
1181 op->stats.maxsp=(int)sp_tmp; 1312 op->stats.maxsp = (int) sp_tmp;
1182 1313
1183 for(i=11;i<=mana_obj->level;i++) 1314 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1315 op->stats.maxsp += 2;
1185 } 1316 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1317 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1318 if (op->stats.sp > op->stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1319 op->stats.sp = op->stats.maxsp * 2;
1189 1320
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1323 grace_obj = op;
1192 1324
1193 if (grace_obj == op && op->type == PLAYER) { 1325 if (grace_obj == op && op->type == PLAYER)
1326 {
1194 op->stats.maxgrace = 1; 1327 op->stats.maxgrace = 1;
1328 }
1195 } else { 1329 else
1330 {
1196 /* store grace in a float - this way, the divisions below don't create 1331 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then 1332 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next 1333 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1334 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1335 */
1201 sp_tmp=0.0; 1336 sp_tmp = 0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 {
1203 float grace_tmp=0.0; 1339 float grace_tmp = 0.0;
1204 1340
1205 /* Got some extra bonus at first level */ 1341 /* Got some extra bonus at first level */
1206 if(i<2) { 1342 if (i < 2)
1343 {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 } 1346 }
1347 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i]
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1215 sp_tmp+=grace_tmp; 1354 sp_tmp += grace_tmp;
1216 } 1355 }
1217 op->stats.maxgrace=(int)sp_tmp; 1356 op->stats.maxgrace = (int) sp_tmp;
1218 1357
1219 /* two grace points per level after 11 */ 1358 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1359 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1360 op->stats.maxgrace += 2;
1222 } 1361 }
1223 /* No limit on grace vs maxgrace */ 1362 /* No limit on grace vs maxgrace */
1224 1363
1225 if(op->contr->braced) { 1364 if (op->contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1365 {
1366 ac += 2;
1367 wc += 4;
1368 }
1229 else 1369 else
1230 ac-=dex_bonus[op->stats.Dex]; 1370 ac -= dex_bonus[op->stats.Dex];
1231 1371
1232 /* In new exp/skills system, wc bonuses are related to 1372 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1373 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1374 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1375 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1376 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1377 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1378 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1379 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1380 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1381 * monster bonus the same as before. -b.t.
1242 */ 1382 */
1243 1383
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1385 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) { 1387 for (i = 1; i < wc_obj->level; i++)
1388 {
1247 /* addtional wc every 6 levels */ 1389 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1390 if (!(i % 6))
1391 wc--;
1249 /* addtional dam every 4 levels. */ 1392 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1252 } 1395 }
1396 }
1253 } else 1397 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1398 wc -= (op->level + thaco_bonus[op->stats.Str]);
1255 1399
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1400 op->stats.dam += dam_bonus[op->stats.Str];
1257 1401
1258 if(op->stats.dam<1) 1402 if (op->stats.dam < 1)
1259 op->stats.dam=1; 1403 op->stats.dam = 1;
1260 1404
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1405 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0]) 1406 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1; 1407 op->speed -= 1;
1264 if (op->attacktype==0) 1408 if (op->attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1409 op->attacktype = op->arch->clone.attacktype;
1266 1410
1267 } /* End if player */ 1411 } /* End if player */
1268 1412
1269 if(added_speed>=0) 1413 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1414 op->speed += added_speed / 10.0;
1271 else /* Something wrong here...: */ 1415 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1416 op->speed /= (float) (1.0 - added_speed);
1273 1417
1274 /* Max is determined by armour */ 1418 /* Max is determined by armour */
1275 if(op->speed>max) 1419 if (op->speed > max)
1276 op->speed=max; 1420 op->speed = max;
1277 1421
1278 if(op->type == PLAYER) { 1422 if (op->type == PLAYER)
1423 {
1279 /* f is a number the represents the number of kg above (positive num) 1424 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above 1425 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1426 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1427 * much above he is, and what is max carry is
1283 */ 1428 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1429 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1430 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1286 } 1432 }
1287 1433
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1289 1435
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1436 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1438 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1439 op->speed = op->speed * speed_reduce_from_disease;
1294 1440
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1441 if (op->speed < 0.01 && op->type == PLAYER)
1442 op->speed = 0.01;
1296 1443
1297 if(op->type == PLAYER) { 1444 if (op->type == PLAYER)
1445 {
1298 float M,W,s,D,K,S,M2; 1446 float M, W, s, D, K, S, M2;
1299 1447
1300 /* (This formula was made by vidarl@ifi.uio.no) 1448 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1449 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1450 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1451 * that would just be a real pain to read.
1304 */ 1452 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1453 M = (max_carry[op->stats.Str] - 121) / 121.0;
1306 M2=max_carry[op->stats.Str]/100.0; 1454 M2 = max_carry[op->stats.Str] / 100.0;
1307 W=weapon_weight/20000.0; 1455 W = weapon_weight / 20000.0;
1308 s=2-weapon_speed/10.0; 1456 s = 2 - weapon_speed / 10.0;
1309 D=(op->stats.Dex-14)/14.0; 1457 D = (op->stats.Dex - 14) / 14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1312 if(K<=0) K=0.01; 1460 if (K <= 0)
1461 K = 0.01;
1313 S=op->speed/(K*s); 1462 S = op->speed / (K * s);
1314 op->contr->weapon_sp=S; 1463 op->contr->weapon_sp = S;
1315 } 1464 }
1316 /* I want to limit the power of small monsters with big weapons: */ 1465 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1467 op->stats.dam = op->arch->clone.stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1468
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1469 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits, 1470 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same. 1471 * so its value is the same.
1324 */ 1472 */
1325 if (wc>120) wc=120; 1473 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1327 op->stats.wc=wc; 1477 op->stats.wc = wc;
1328 1478
1329 if (ac>120) ac=120; 1479 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1331 op->stats.ac=ac; 1483 op->stats.ac = ac;
1332 1484
1333 /* if for some reason the creature doesn't have any move type, 1485 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1486 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1487 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1488 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1489 * one or the other.
1338 */ 1490 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1491 if (op->move_type == 0)
1492 op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK;
1341 1495
1342 update_ob_speed(op); 1496 update_ob_speed (op);
1343 1497
1344 /* It is quite possible that a player's spell costing might have changed, 1498 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1499 * so we will check that now.
1346 */ 1500 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1501 if (op->type == PLAYER)
1502 esrv_update_spells (op->contr);
1348} 1503}
1349 1504
1350/* 1505/*
1351 * Returns true if the given player is a legal class. 1506 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1507 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1508 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1509 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1510 * false otherwise.
1356 */ 1511 */
1357 1512
1513int
1358int allowed_class(const object *op) { 1514allowed_class (const object *op)
1515{
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1361 op->stats.Cha>0;
1362} 1518}
1363 1519
1364/* 1520/*
1365 * set the new dragon name after gaining levels or 1521 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1522 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1525 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1526 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1527 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1528 * Please, anyone, write support for 'ext_title'.
1373 */ 1529 */
1530void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1531set_dragon_name (object *pl, const object *abil, const object *skin)
1532{
1375 int atnr=-1; /* attacknumber of highest level */ 1533 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1534 int level = 0; /* highest level */
1377 int i; 1535 int i;
1378 1536
1379 /* Perhaps do something more clever? */ 1537 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1538 if (!abil || !skin)
1381 1539 return;
1540
1382 /* first, look for the highest level */ 1541 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1542 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1543 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1544 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1545 {
1386 level = abil->resist[i]; 1546 level = abil->resist[i];
1387 atnr = i; 1547 atnr = i;
1388 } 1548 }
1389 } 1549 }
1390 1550
1391 /* now if there are equals at highest level, pick the one with focus, 1551 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1552 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1554 atnr = abil->stats.exp;
1396 1555
1397 level = (int)(level/5.); 1556 level = (int) (level / 5.);
1398 1557
1399 /* now set the new title */ 1558 /* now set the new title */
1400 if (pl->contr != NULL) { 1559 if (pl->contr != NULL)
1560 {
1401 if(level == 0) 1561 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1563 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1565 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1567 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else 1569 else
1570 {
1571 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1576 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1578 }
1418 } 1579 }
1419 1580
1420 strcpy(pl->contr->own_title, ""); 1581 strcpy (pl->contr->own_title, "");
1421} 1582}
1422 1583
1423/* 1584/*
1424 * This function is called when a dragon-player gains 1585 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1586 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1587 * or change the ability-focus.
1427 */ 1588 */
1589void
1428void dragon_level_gain(object *who) { 1590dragon_level_gain (object *who)
1591{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1592 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1593 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1594 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1595 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1596
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1597 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1599 {
1436 if (tmp->type == FORCE) { 1600 if (tmp->type == FORCE)
1601 {
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1438 abil = tmp; 1603 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1440 skin = tmp; 1605 skin = tmp;
1441 } 1606 }
1442 } 1607 }
1443 /* if the force is missing -> bail out */ 1608 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1609 if (abil == NULL)
1445 1610 return;
1611
1446 /* The ability_force keeps track of maximum level ever achieved. 1612 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1613 * New abilties can only be gained by surpassing this max level
1448 */ 1614 */
1449 if (who->level > abil->level) { 1615 if (who->level > abil->level)
1616 {
1450 /* increase our focused ability */ 1617 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1618 abil->resist[abil->stats.exp]++;
1452
1453 1619
1620
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1621 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1622 {
1455 /* time to hand out a new ability-gift */ 1623 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1624 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1625 }
1459 1626
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1627 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1628 {
1461 /* apply new ability focus */ 1629 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1630 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1631 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1632
1466 abil->stats.exp = abil->last_eat; 1633 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1634 abil->last_eat = 0;
1468 } 1635 }
1469 1636
1470 abil->level = who->level; 1637 abil->level = who->level;
1471 } 1638 }
1472 1639
1473 /* last but not least, set the new title for the dragon */ 1640 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1641 set_dragon_name (who, abil, skin);
1475} 1642}
1476 1643
1477/* Handy function - given the skill name skill_name, we find the skill 1644/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1645 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1646 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1647 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1648 * want to do something with it immediately.
1482 */ 1649 */
1650object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1651give_skill_by_name (object *op, const char *skill_name)
1484{ 1652{
1485 object *skill_obj; 1653 object *skill_obj;
1486 1654
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1656 if (!skill_obj)
1657 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1659 return NULL;
1491 } 1660 }
1492 /* clear the flag - exp goes into this bucket, but player 1661 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1662 * still doesn't know it.
1494 */ 1663 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1665 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1666 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1667 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1668 if (op->contr)
1669 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1671 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 } 1672 }
1503 return skill_obj; 1673 return skill_obj;
1504} 1674}
1505 1675
1506 1676
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1677/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1678 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1679 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1680 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1681 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1682 * (eg, skill)
1513 */ 1683 */
1684void
1514void player_lvl_adj(object *who, object *op) { 1685player_lvl_adj (object *who, object *op)
1686{
1515 char buf[MAX_BUF]; 1687 char buf[MAX_BUF];
1516 1688
1517 if(!op) /* when rolling stats */ 1689 if (!op) /* when rolling stats */
1518 op = who; 1690 op = who;
1519 1691
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 {
1521 op->level++; 1694 op->level++;
1522 1695
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1697 dragon_level_gain (who);
1525 1698
1526 /* Only roll these if it is the player (who) that gained the level */ 1699 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1700 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1531 } 1705 }
1532 1706
1533 fix_player(who); 1707 fix_player (who);
1534 if(op->level>1) { 1708 if (op->level > 1)
1709 {
1535 if (op->type!=PLAYER) 1710 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else
1713 sprintf (buf, "You are now level %d.", op->level);
1714 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 {
1721 op->level--;
1722 fix_player (who);
1723 if (op->type != PLAYER)
1548 } 1724 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1728 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1729 }
1551 /* check if the spell data has changed */ 1730 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr); 1731 esrv_update_spells (who->contr);
1553} 1732}
1554 1733
1555/* 1734/*
1556 * Returns how much experience is needed for a player to become 1735 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1736 * the given level. level should really never exceed max_level
1558 */ 1737 */
1559 1738
1739sint64
1560sint64 level_exp(int level,double expmul) { 1740level_exp (int level, double expmul)
1741{
1561 if (level > settings.max_level) 1742 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1743 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]); 1744 return (sint64) (expmul * levels[level]);
1564} 1745}
1565 1746
1566/* 1747/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1748 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1749 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1750 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1751 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1752 * this can now work on a much larger set of objects.
1572 */ 1753 */
1754void
1573void calc_perm_exp(object *op) 1755calc_perm_exp (object *op)
1574{ 1756{
1575 int p_exp_min; 1757 int p_exp_min;
1576 1758
1577 /* Ensure that our permanent experience minimum is met. 1759 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1760 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1761 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1762 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1763
1582 if (op->perm_exp < p_exp_min) 1764 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1765 op->perm_exp = p_exp_min;
1584 1766
1585 /* Cap permanent experience. */ 1767 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1768 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1769 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1771 op->perm_exp = MAX_EXPERIENCE;
1590} 1772}
1591 1773
1592 1774
1593/* Add experience to a player - exp should only be positive. 1775/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1776 * Updates permanent exp for the skill we are adding to.
1596 * NULL, in which case exp increases the players general 1778 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1779 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1780 * flag is what to do if the player doesn't have the skill:
1599 */ 1781 */
1600 1782
1783static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1785{
1603 object *skill_obj = NULL; 1786 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1787 sint64 limit, exp_to_add;
1605 int i; 1788 int i;
1606 1789
1613 * chosen_skill. This means we don't need to search through 1796 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1797 * the players inventory.
1615 */ 1798 */
1616 if (skill_name) 1799 if (skill_name)
1617 { 1800 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1802 skill_obj = op->chosen_skill;
1621 else 1803 else
1622 { 1804 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1805 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1807 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1808 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1809 break;
1629 } 1810 }
1630 1811
1649 exp_to_add = exp; 1830 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1831 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1832 if (exp_to_add > limit)
1652 exp_to_add = limit; 1833 exp_to_add = limit;
1653 1834
1654 ADD_EXP (op->stats.exp, 1835 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1836 if (settings.permanent_exp_ratio)
1658 { 1837 {
1659 ADD_EXP (op->perm_exp, 1838 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1839 calc_perm_exp (op);
1663 } 1840 }
1664 1841
1665 player_lvl_adj (op, NULL); 1842 player_lvl_adj (op, NULL);
1666 } 1843 }
1673 exp_to_add = limit; 1850 exp_to_add = limit;
1674 1851
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1852 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1853 if (settings.permanent_exp_ratio)
1677 { 1854 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1855 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1856 calc_perm_exp (skill_obj);
1681 } 1857 }
1682 1858
1683 player_lvl_adj (op, skill_obj); 1859 player_lvl_adj (op, skill_obj);
1684 } 1860 }
1690 * adjustments based on permanent exp and the like. 1866 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1867 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1868 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1869 * amount that should get subtract from the player.
1694 */ 1870 */
1871sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1872check_exp_loss (const object *op, sint64 exp)
1696{ 1873{
1697 sint64 del_exp; 1874 sint64 del_exp;
1698 1875
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1876 if (exp > op->stats.exp)
1877 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1878 if (settings.permanent_exp_ratio)
1879 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1881 if (del_exp < 0)
1882 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1883 if (exp > del_exp)
1884 exp = del_exp;
1704 } 1885 }
1705 return exp; 1886 return exp;
1706} 1887}
1707 1888
1889sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1890check_exp_adjust (const object *op, sint64 exp)
1709{ 1891{
1892 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1893 return check_exp_loss (op, exp);
1894 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1896}
1713 1897
1714 1898
1715/* Subtracts experience from player. 1899/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1906 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1907 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1908 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1909 * a postive number.
1726 */ 1910 */
1911static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1912subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1913{
1729 float fraction = (float) exp/(float) op->stats.exp; 1914 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1915 object *tmp;
1731 sint64 del_exp; 1916 sint64 del_exp;
1732 1917
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1918 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1919 if (tmp->type == SKILL && tmp->stats.exp)
1920 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1922 {
1736 del_exp = check_exp_loss(tmp, exp); 1923 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1924 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1925 player_lvl_adj (op, tmp);
1926 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1927 else if (flag != SK_SUBTRACT_SKILL_EXP)
1928 {
1740 /* only want to process other skills if we are not trying 1929 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1930 * to match a specific skill.
1742 */ 1931 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1933 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1934 player_lvl_adj (op, tmp);
1746 } 1935 }
1747 } 1936 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1937 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 {
1749 del_exp = check_exp_loss(op, exp); 1939 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1940 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1941 player_lvl_adj (op, NULL);
1752 } 1942 }
1753} 1943}
1754 1944
1755 1945
1756 1946
1761 * it is assumed the caller has modified the exp as needed. 1951 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1952 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1953 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1954 * these last two values are only used for players.
1765 */ 1955 */
1766 1956
1957void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1958change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{
1768 1960
1769#ifdef EXP_DEBUG 1961#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1963#endif
1775#endif
1776 1964
1777 /* safety */ 1965 /* safety */
1778 if(!op) { 1966 if (!op)
1967 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1968 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1969 return;
1781 } 1970 }
1782 1971
1783 /* if no change in exp, just return - most of the below code 1972 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1973 * won't do anything if the value is 0 anyways.
1785 */ 1974 */
1786 if (exp == 0) return; 1975 if (exp == 0)
1976 return;
1787 1977
1788 /* Monsters are easy - we just adjust their exp - we 1978 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1979 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1980 * the exp they have - the monsters exp represents what its
1791 * worth. 1981 * worth.
1792 */ 1982 */
1793 if(op->type != PLAYER) { 1983 if (op->type != PLAYER)
1984 {
1794 /* Sanity check */ 1985 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1986 if (!QUERY_FLAG (op, FLAG_ALIVE))
1987 return;
1796 1988
1797 /* reset exp to max allowed value. We subtract from 1989 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1990 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1991 * more than max exp, just return.
1992 */
1993 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1994 {
1995 exp = MAX_EXPERIENCE - op->stats.exp;
1996 if (exp < 0)
1997 return;
1998 }
1999
2000 op->stats.exp += exp;
2001 }
2002 else
2003 { /* Players only */
2004 if (exp > 0)
2005 add_player_exp (op, exp, skill_name, flag);
2006 else
2007 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that
2009 * along.
1800 */ 2010 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2011 subtract_player_exp (op, FABS (exp), skill_name, flag);
1817 2012
1818 } 2013 }
1819} 2014}
1820 2015
1821/* Applies a death penalty experience, the size of this is defined by the 2016/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2017 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2018 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2019 */
1825 2020
2021void
1826void apply_death_exp_penalty(object *op) { 2022apply_death_exp_penalty (object *op)
2023{
1827 object *tmp; 2024 object *tmp;
1828 sint64 loss; 2025 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2028
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2030 if (tmp->type == SKILL && tmp->stats.exp)
2031 {
1834 2032
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2035
1838 /* With the revised exp system, you can get cases where 2036 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2037 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2038 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2039 * tables is a lot harder.
1842 */ 2040 */
1843 if (level_loss < 0) level_loss = 0; 2041 if (level_loss < 0)
2042 level_loss = 0;
1844 2043
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2045
1847 tmp->stats.exp -= loss; 2046 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2047 player_lvl_adj (op, tmp);
1849 } 2048 }
1850 2049
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2052 if (level_loss < 0)
2053 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2055
1856 op->stats.exp -= loss; 2056 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2057 player_lvl_adj (op, NULL);
1858} 2058}
1859 2059
1860/* This function takes an object (monster/player, op), and 2060/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2061 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2062 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2063 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2064 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2065 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2066 */
2067int
1867int did_make_save(const object *op, int level, int bonus) 2068did_make_save (const object *op, int level, int bonus)
1868{ 2069{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2070 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL;
1870 2072
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2074 return 0;
2075 return 1;
1874} 2076}
1875

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