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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 1.24 by root, Thu Jan 4 16:19:31 2007 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", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243 235
244/* 236/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 238 * what attr is (STR to POW).
247 */ 239 */
248
249void 240void
250set_attr_value(living *stats,int attr,sint8 value) { 241set_attr_value (living *stats, int attr, sint8 value)
242{
251 switch(attr) { 243 switch (attr)
244 {
252 case STR: 245 case STR:
253 stats->Str=value; 246 stats->Str = value;
254 break; 247 break;
255 case DEX: 248 case DEX:
256 stats->Dex=value; 249 stats->Dex = value;
257 break; 250 break;
258 case CON: 251 case CON:
259 stats->Con=value; 252 stats->Con = value;
260 break; 253 break;
261 case WIS: 254 case WIS:
262 stats->Wis=value; 255 stats->Wis = value;
263 break; 256 break;
264 case POW: 257 case POW:
265 stats->Pow=value; 258 stats->Pow = value;
266 break; 259 break;
267 case CHA: 260 case CHA:
268 stats->Cha=value; 261 stats->Cha = value;
269 break; 262 break;
270 case INT: 263 case INT:
271 stats->Int=value; 264 stats->Int = value;
272 break; 265 break;
273 } 266 }
274} 267}
275 268
276/* 269/*
277 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 271 * is added to the specified stat.
279 */ 272 */
280
281void 273void
282change_attr_value(living *stats,int attr,sint8 value) { 274change_attr_value (living *stats, int attr, sint8 value)
275{
283 if (value==0) return; 276 if (value == 0)
277 return;
278
284 switch(attr) { 279 switch (attr)
280 {
285 case STR: 281 case STR:
286 stats->Str+=value; 282 stats->Str += value;
287 break; 283 break;
288 case DEX: 284 case DEX:
289 stats->Dex+=value; 285 stats->Dex += value;
290 break; 286 break;
291 case CON: 287 case CON:
292 stats->Con+=value; 288 stats->Con += value;
293 break; 289 break;
294 case WIS: 290 case WIS:
295 stats->Wis+=value; 291 stats->Wis += value;
296 break; 292 break;
297 case POW: 293 case POW:
298 stats->Pow+=value; 294 stats->Pow += value;
299 break; 295 break;
300 case CHA: 296 case CHA:
301 stats->Cha+=value; 297 stats->Cha += value;
302 break; 298 break;
303 case INT: 299 case INT:
304 stats->Int+=value; 300 stats->Int += value;
305 break; 301 break;
306 default: 302 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 304 }
309} 305}
310 306
311/* 307/*
312 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
313 */ 309 */
314 310
315sint8 311sint8
316get_attr_value(const living *stats,int attr) { 312get_attr_value (const living *stats, int attr)
313{
317 switch(attr) { 314 switch (attr)
318 case STR: 315 {
319 return(stats->Str); 316 case STR: return stats->Str;
320 case DEX: 317 case DEX: return stats->Dex;
321 return(stats->Dex); 318 case CON: return stats->Con;
322 case CON: 319 case WIS: return stats->Wis;
323 return(stats->Con); 320 case CHA: return stats->Cha;
324 case WIS: 321 case INT: return stats->Int;
325 return(stats->Wis); 322 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 323 }
324
333 return 0; 325 return 0;
334} 326}
335 327
336/* 328/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 330 * 1-30 stat limit.
339 */ 331 */
340 332
333void
341void check_stat_bounds(living *stats) { 334check_stat_bounds (living *stats)
335{
342 int i,v; 336 int i, v;
337
343 for(i=0;i<NUM_STATS;i++) 338 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 340 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 341 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 342 set_attr_value (stats, i, MIN_STAT);
348} 343}
349 344
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 346
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 350 */
356#define DIFF_MSG(flag, msg1, msg2) \ 351#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 353
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355
360/* flag is set to 1 if we are applying the object, -1 if we are removing 356/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 357 * the object.
362 * It is the calling functions responsibilty to check to see if the object 358 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 359 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 360 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 362 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 363 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 364 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 365 * that gives them that ability.
370 */ 366 */
367int
371int change_abil(object *op, object *tmp) { 368change_abil (object *op, object *tmp)
369{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 371 char message[MAX_BUF];
374 int potion_max=0; 372 int potion_max = 0;
375 373
376 /* remember what object was like before it was changed. note that 374 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 375 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 376 * found by update_stats. refop is not a real object
379 */ 377 */
380 object_pod refop = *op; 378 object_copy refop = *op;
381 379
382 if(op->type==PLAYER) { 380 if (op->type == PLAYER)
381 {
383 if (tmp->type==POTION) { 382 if (tmp->type == POTION)
383 {
384 potion_max=1; 384 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 385 for (j = 0; j < NUM_STATS; j++)
386 {
386 int nstat, ostat; 387 int nstat, ostat;
387 388
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 389 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 390 i = get_attr_value (&(tmp->stats), j);
390 391
391 /* nstat is what the stat will be after use of the potion */ 392 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 393 nstat = flag * i + ostat;
393 394
394 /* Do some bounds checking. While I don't think any 395 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 396 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 397 * that adjust that stat by more than one point, so we need
397 * to allow for that. 398 * to allow for that.
398 */ 399 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 400 if (nstat < 1 && i * flag < 0)
401 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403 {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
402 } 405 }
406
403 if (nstat != ostat) { 407 if (nstat != ostat)
408 {
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 409 set_attr_value (&(op->contr->orig_stats), j, nstat);
405 potion_max=0; 410 potion_max = 0;
406 } 411 }
407 else if (i) { 412 else if (i)
413 {
408 /* potion is useless - player has already hit the natural maximum */ 414 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 415 potion_max = 1;
410 } 416 }
411 } 417 }
418
412 /* This section of code ups the characters normal stats also. I am not 419 /* 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 420 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 421 * recalculates this anyway.
415 */ 422 */
416 for(j=0;j<NUM_STATS;j++) 423 for (j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
425
418 check_stat_bounds(&(op->stats)); 426 check_stat_bounds (&(op->stats));
419 } /* end of potion handling code */ 427 } /* end of potion handling code */
420 } 428 }
421 429
422 /* reset attributes that fix_player doesn't reset since it doesn't search 430 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set 431 * everything to set
424 */ 432 */
425 if(flag == -1) { 433 if (flag == -1)
434 {
426 op->attacktype&=~tmp->attacktype; 435 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 436 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 437 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 438 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 439 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 440 * and not the other move_ fields.
432 */ 441 */
433 op->move_type &= ~tmp->move_type; 442 op->move_type &= ~tmp->move_type;
434 } 443 }
435 444
436 /* call fix_player since op object could have whatever attribute due 445 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 446 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here 447 * change_ability then might as well call it from here
439 */ 448 */
440 fix_player(op); 449 op->update_stats ();
441 450
442 /* Fix player won't add the bows ability to the player, so don't 451 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 452 * print out message if this is a bow.
444 */ 453 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 {
446 success=1; 456 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 458 }
459
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
461 {
451 success=1; 462 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 464 }
465
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
467 {
456 success=1; 468 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 470 }
471
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
473 {
461 success=1; 474 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 476 }
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
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537 {
538 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 }
541
542 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision
544 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND))
546 {
547 success = 1;
548 if (flag > 0)
549 {
550 if (QUERY_FLAG (op, FLAG_WIZ))
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else
553 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND);
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
508 } 558 }
509 } 559 }
510 560 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 561 {
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)) 562 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 564 else
565 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 567 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 568 if (op->type == PLAYER)
531 op->contr->do_los=1; 569 op->contr->do_los = 1;
532 } 570 }
533 } else { 571 }
572 }
573
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575 {
576 success = 1;
577 if (op->type == PLAYER)
578 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 }
581
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583 {
584 success = 1;
585 if (flag > 0)
586 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 587 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 589 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 590 {
538 CLEAR_FLAG(op,FLAG_BLIND); 591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 592 if (op->type == PLAYER)
540 op->contr->do_los=1; 593 op->contr->do_los = 1;
541 } 594 }
542 } 595 }
543 } 596 else
544 597 {
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)) 598 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 600 else
601 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 603 if (op->type == PLAYER)
560 op->contr->do_los=1; 604 op->contr->do_los = 1;
561 } 605 }
562 } else { 606 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 607 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 608
609 if (tmp->stats.luck)
610 {
611 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 }
614
615 if (tmp->stats.hp && op->type == PLAYER)
616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
620
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
626
627 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER)
629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
633
634 if (tmp->stats.food && op->type == PLAYER)
635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
639
640 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++)
642 {
643 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */
645
646 if (op->resist[i] != refop.resist[i])
647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 651 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 653
568 op->contr->do_los=1; 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 }
656 }
657
658 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 666 }
570 } 667 }
571 } 668 }
572 669
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; 670 return success;
629} 671}
630 672
631/* 673/*
632 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 676 */
635 677
636void drain_stat(object *op) { 678void
679object::drain_stat ()
680{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 681 drain_specific_stat (RANDOM () % NUM_STATS);
638} 682}
639 683
684void
640void drain_specific_stat(object *op, int deplete_stats) { 685object::drain_specific_stat (int deplete_stats)
686{
641 object *tmp; 687 object *tmp;
642 archetype *at; 688 archetype *at;
643 689
644 at = find_archetype(ARCH_DEPLETION); 690 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 691 if (!at)
692 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 693 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 694 return;
695 }
648 } else { 696 else
697 {
649 tmp = present_arch_in_ob(at, op); 698 tmp = present_arch_in_ob (at, this);
699
650 if (!tmp) { 700 if (!tmp)
701 {
651 tmp = arch_to_object(at); 702 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 703 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 704 SET_FLAG (tmp, FLAG_APPLIED);
654 } 705 }
655 } 706 }
656 707
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 709 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 710 update_stats ();
660} 711}
661 712
662/* 713/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 714 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 715 * via an applied bad_luck object.
665 */ 716 */
666 717void
667void change_luck(object *op, int value) { 718object::change_luck (int value)
668 object *tmp; 719{
669 archetype *at; 720 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 721 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 722 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 723 else
724 {
676 tmp = present_arch_in_ob(at, op); 725 object *tmp = present_arch_in_ob (at, this);
726
677 if (!tmp) { 727 if (!tmp)
728 {
729 if (!value)
730 return;
731
732 tmp = arch_to_object (at);
733 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED);
735 }
736
678 if (!value) 737 if (value)
679 return; 738 {
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 739 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 740 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 741 * in op itself).
688 */ 742 */
689 new_luck = tmp->stats.luck+value; 743 int new_luck = tmp->stats.luck + value;
744
690 if (new_luck >= -100 && new_luck <= 100) { 745 if (new_luck >= -100 && new_luck <= 100)
746 {
691 op->stats.luck+=value; 747 stats.luck += value;
692 tmp->stats.luck = new_luck; 748 tmp->stats.luck = new_luck;
749 }
693 } 750 }
694 } else { 751 else
752 {
695 if (!tmp->stats.luck) { 753 if (!tmp->stats.luck)
696 return; 754 return;
697 } 755
698 /* Randomly change the players luck. Basically, we move it 756 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 757 * back neutral (if greater>0, subtract, otherwise add)
700 */ 758 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
760 {
702 int diff = tmp->stats.luck>0?-1:1; 761 int diff = tmp->stats.luck > 0 ? -1 : 1;
762
703 op->stats.luck += diff; 763 stats.luck += diff;
704 tmp->stats.luck += diff; 764 tmp->stats.luck += diff;
765 }
705 } 766 }
706 }
707 } 767 }
708} 768}
709 769
710/* 770/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 771 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 772 */
713 773void
714void remove_statbonus(object *op) { 774object::remove_statbonus ()
775{
715 op->stats.Str -= op->arch->clone.stats.Str; 776 stats.Str -= arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 777 stats.Dex -= arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 778 stats.Con -= arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 779 stats.Wis -= arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 780 stats.Pow -= arch->clone.stats.Pow;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 781 stats.Cha -= arch->clone.stats.Cha;
721 op->stats.Int -= op->arch->clone.stats.Int; 782 stats.Int -= arch->clone.stats.Int;
783
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 784 contr->orig_stats.Str -= arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 786 contr->orig_stats.Con -= arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 790 contr->orig_stats.Int -= arch->clone.stats.Int;
729} 791}
730 792
731/* 793/*
732 * Adds stat-bonuses given by the class which the player has chosen. 794 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 795 */
734 796void
735void add_statbonus(object *op) { 797object::add_statbonus ()
798{
736 op->stats.Str += op->arch->clone.stats.Str; 799 stats.Str += arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 800 stats.Dex += arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 801 stats.Con += arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 802 stats.Wis += arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 803 stats.Pow += arch->clone.stats.Pow;
741 op->stats.Cha += op->arch->clone.stats.Cha; 804 stats.Cha += arch->clone.stats.Cha;
742 op->stats.Int += op->arch->clone.stats.Int; 805 stats.Int += arch->clone.stats.Int;
806
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 807 contr->orig_stats.Str += arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 808 contr->orig_stats.Dex += arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 809 contr->orig_stats.Con += arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 810 contr->orig_stats.Wis += arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 811 contr->orig_stats.Pow += arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 812 contr->orig_stats.Cha += arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 813 contr->orig_stats.Int += arch->clone.stats.Int;
750} 814}
751 815
752/* 816/*
753 * Updates all abilities given by applied objects in the inventory 817 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 818 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 819 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 820 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 821 * and then adjusts them according to what the player has equipped.
758 */ 822 */
823
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824/* July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 825 spell system split, grace points now added to system --peterm
761 */ 826 */
762 827
763void fix_player(object *op) { 828void
829object::update_stats ()
830{
764 int i,j; 831 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 832 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; 833 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
837 float old_speed = speed;
770 838
771 /* First task is to clear all the values back to their original values */ 839 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 840 if (type == PLAYER)
841 {
773 for(i=0;i<NUM_STATS;i++) { 842 for (i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
775 } 844
776 if (settings.spell_encumbrance == TRUE) 845 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 846 contr->encumbrance = 0;
778 847
779 op->attacktype=0; 848 attacktype = 0;
780 op->contr->digestion = 0; 849 contr->digestion = 0;
781 op->contr->gen_hp = 0; 850 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 851 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 852 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 854 contr->item_power = 0;
786 855
787 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
791 */ 860 */
792 op->contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = NULL;
795 } 864 }
865
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
797 867
798 op->slaying = 0; 868 slaying = 0;
799 869
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 870 if (!QUERY_FLAG (this, FLAG_WIZ))
871 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 872 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 874 }
804 875
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 876 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 877 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 878 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 879
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884
817 op->path_attuned=op->arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 889 move_type = arch->clone.move_type;
822 op->chosen_skill = NULL; 890 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 (&resist, &arch->clone.resist, sizeof (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 (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 900 prot[i] = resist[i], vuln[i] = 0;
832 else 901 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 902 vuln[i] = -(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 = arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 907 stats.dam = 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 (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 918 ac = MAX (-10, arch->clone.stats.ac - 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 * level / settings.max_level)) / 100;
850 } 920 }
851 else 921 else
852 ac=op->arch->clone.stats.ac; 922 ac = arch->clone.stats.ac;
853 923
854 op->stats.luck=op->arch->clone.stats.luck; 924 stats.luck = arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 925 speed = 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 = inv; tmp; 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 > glow_radius)
937 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)
872 continue; 944 continue;
873 }
874 945
875 /* For some things, we don't care what is equipped */ 946 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 947 if (tmp->type == SKILL)
948 {
877 /* Want to take the highest skill here. */ 949 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 950 if (IS_MANA_SKILL (tmp->subtype))
951 {
879 if (!mana_obj) mana_obj=tmp; 952 if (!mana_obj)
953 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 954 else if (tmp->level > mana_obj->level)
955 mana_obj = tmp;
881 } 956 }
957
882 if (IS_GRACE_SKILL(tmp->subtype)) { 958 if (IS_GRACE_SKILL (tmp->subtype))
959 {
883 if (!grace_obj) grace_obj=tmp; 960 if (!grace_obj)
961 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 962 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp;
885 } 964 }
886 } 965 }
887 966
888 /* Container objects are not meant to adjust a players, but other applied 967 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 968 * objects need to make adjustments.
890 * This block should handle all player specific changes 969 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 970 * 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. 971 * 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, 972 * 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 973 * because the skill shouldn't count against body positions being used
895 * up, etc. 974 * up, etc.
896 */ 975 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 {
899 if(op->type==PLAYER) { 979 if (type == PLAYER)
980 {
900 if (tmp->type == BOW) 981 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp; 982 contr->ranges[range_bow] = tmp;
902 983
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
904 op->contr->ranges[range_misc] = tmp; 985 contr->ranges[range_misc] = tmp;
905 986
906 for(i=0;i<NUM_STATS;i++) 987 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
908 989
909 /* these are the items that currently can change digestion, regeneration, 990 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 991 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 992 * list, but other items store other info into stats array.
912 */ 993 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 994 if ((tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 996 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) { 1001 (tmp->type == SKILL))
1002 {
921 op->contr->digestion += tmp->stats.food; 1003 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 1004 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 1005 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 1006 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1007 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 1008 contr->item_power += tmp->item_power;
927 } 1009 }
928 } /* if this is a player */ 1010 } /* if this is a player */
929 1011
930 /* Update slots used for items */ 1012 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 1015 body_used[i] += tmp->body_info[i];
1016
1017 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
934 } 1022 }
935 1023
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1028 */
946 if (tmp->type != POTION) { 1029 if (tmp->type != POTION)
1030 {
947 for (i=0; i<NROFATTACKS; i++) { 1031 for (i = 0; i < NROFATTACKS; i++)
1032 {
948 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
950 */ 1035 */
951 if (tmp->type==POTION_EFFECT) { 1036 if (tmp->type == POTION_EFFECT)
1037 {
952 if (potion_resist[i]) 1038 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1040 else
955 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
956 } 1042 }
957 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
961 } 1047 }
962 } 1048 }
963 1049
964 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype; 1052 attacktype |= tmp->attacktype;
967 1053
968 op->path_attuned|=tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1056 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1058 move_type |= tmp->move_type;
973 1059
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
981 1067
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
984 1070
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
986 SET_FLAG(op,FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
987 op->invisible=1; 1074 invisible = 1;
988 } 1075 }
989 1076
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
991 if(tmp->stats.exp > 0) { 1079 if (tmp->stats.exp > 0)
1080 {
992 added_speed+=(float)tmp->stats.exp/3.0; 1081 added_speed += (float) tmp->stats.exp / 3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1083 }
994 } else 1084 else
995 added_speed+=(float)tmp->stats.exp; 1085 added_speed += (float) tmp->stats.exp;
996 } 1086 }
997 1087
998 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
999 /* skills modifying the character -b.t. */ 1090 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1091 /* for all skills and skill granting objects */
1001 case SKILL: 1092 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break; 1094 break;
1031 1095
1032 case SKILL_TOOL: 1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1033 if (op->chosen_skill) { 1099 if (chosen_skill)
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1035 } 1101
1036 op->chosen_skill = tmp; 1102 chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040 1103
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) 1104 if (tmp->stats.dam > 0)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1105 { /* skill is a 'weapon' */
1055 if(tmp->stats.ac) 1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1056 ac-=(tmp->stats.ac+tmp->magic); 1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1057 break;
1058 1108
1059 case WEAPON: 1109 if (weapon_speed < 0)
1060 wc-=(tmp->stats.wc+tmp->magic); 1110 weapon_speed = 0;
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1111
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1112 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076 1114
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) { 1115 if (tmp->magic)
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic; 1116 stats.dam += tmp->magic;
1089 } 1117 }
1118
1119 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->slaying != NULL)
1123 slaying = tmp->slaying;
1124
1090 if(tmp->stats.ac) { 1125 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; 1126 ac -= (tmp->stats.ac + tmp->magic);
1097 } 1127
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1130
1101 max=ARMOUR_SPEED(tmp)/10.0; 1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1102 break; 1134 break;
1135
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break;
1145
1146 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000;
1149 case RING:
1150 case AMULET:
1151 case GIRDLE:
1152 case HELMET:
1153 case BOOTS:
1154 case GLOVES:
1155 case CLOAK:
1156 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1162 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic;
1172
1173 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1177 if (weapon_speed < 0)
1178 weapon_speed = 0;
1179
1180 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207
1208 if (tmp->stats.ac)
1209 {
1210 if (best_ac < tmp->stats.ac + tmp->magic)
1211 {
1212 ac += best_ac; /* Remove last bonus */
1213 best_ac = tmp->stats.ac + tmp->magic;
1214 }
1215 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic;
1217 }
1218
1219 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1222 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1228 break;
1103 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1104 } /* item is equipped */ 1230 } /* item is equipped */
1105 } /* for loop of items */ 1231 } /* for loop of items */
1106 1232
1107 /* We've gone through all the objects the player has equipped. For many things, we 1233 /* 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. 1234 * have generated intermediate values which we now need to assign.
1109 */ 1235 */
1110 1236
1111 /* 'total resistance = total protections - total vulnerabilities'. 1237 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1238 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1239 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1242 */
1117 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1118 op->resist[i] = prot[i] - vuln[i]; 1245 resist[i] = prot[i] - vuln[i];
1246
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1248 resist[i] = potion_resist[i];
1122 } 1249 }
1123 1250
1124 /* Figure out the players sp/mana/hp totals. */ 1251 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1252 if (type == PLAYER)
1253 {
1126 int pl_level; 1254 int pl_level;
1127 1255
1128 check_stat_bounds(&(op->stats)); 1256 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1257 pl_level = level;
1130 1258
1259 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1261
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1262 /* 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. 1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1264 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1266 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1269 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1139 if (con_bonus[op->stats.Con]>0) 1271 if (con_bonus[stats.Con] > 0)
1140 j++; 1272 j++;
1141 else 1273 else
1142 j--; 1274 j--;
1143 } 1275 }
1276
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1278 }
1146 1279
1147 for(i=11;i<=op->level;i++) 1280 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1281 stats.maxhp += 2;
1149 1282
1150 if(op->stats.hp>op->stats.maxhp) 1283 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1284 stats.hp = stats.maxhp;
1152 1285
1153 /* Sp gain is controlled by the level of the player's 1286 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1287 * relevant experience object (mana_obj, see above)
1155 */ 1288 */
1156 /* following happen when skills system is not used */ 1289 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1290 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1291 mana_obj = this;
1292
1293 if (!grace_obj)
1294 grace_obj = this;
1295
1159 /* set maxsp */ 1296 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1298 mana_obj = this;
1161 1299
1162 if (mana_obj == op && op->type == PLAYER) { 1300 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1301 stats.maxsp = 1;
1164 } else { 1302 else
1303 {
1165 sp_tmp=0.0; 1304 sp_tmp = 0.0;
1305
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 {
1167 float stmp; 1308 float stmp;
1168 1309
1169 /* Got some extra bonus at first level */ 1310 /* Got some extra bonus at first level */
1170 if(i<2) { 1311 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1313 else
1174 stmp=(float)op->contr->levsp[i] 1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1315
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1179 sp_tmp+=stmp; 1319 sp_tmp += stmp;
1180 } 1320 }
1321
1181 op->stats.maxsp=(int)sp_tmp; 1322 stats.maxsp = (int) sp_tmp;
1182 1323
1183 for(i=11;i<=mana_obj->level;i++) 1324 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1325 stats.maxsp += 2;
1185 } 1326 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1327 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1328 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1329 stats.sp = stats.maxsp * 2;
1189 1330
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1331 /* 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; 1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this;
1192 1334
1193 if (grace_obj == op && op->type == PLAYER) { 1335 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1336 stats.maxgrace = 1;
1195 } else { 1337 else
1338 {
1196 /* store grace in a float - this way, the divisions below don't create 1339 /* 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 1340 * 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 1341 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1342 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1343 */
1201 sp_tmp=0.0; 1344 sp_tmp = 0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 {
1203 float grace_tmp=0.0; 1347 float grace_tmp = 0.0;
1204 1348
1205 /* Got some extra bonus at first level */ 1349 /* Got some extra bonus at first level */
1206 if(i<2) { 1350 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1209 } else { 1353 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1354 grace_tmp = (float) contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] + 1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1356
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1215 sp_tmp+=grace_tmp; 1360 sp_tmp += grace_tmp;
1216 } 1361 }
1362
1217 op->stats.maxgrace=(int)sp_tmp; 1363 stats.maxgrace = (int) sp_tmp;
1218 1364
1219 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1367 stats.maxgrace += 2;
1222 } 1368 }
1223 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1224 1370
1225 if(op->contr->braced) { 1371 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1372 {
1373 ac += 2;
1374 wc += 4;
1375 }
1229 else 1376 else
1230 ac-=dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[stats.Dex];
1231 1378
1232 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1381 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1383 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1384 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1385 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1242 */ 1389 */
1243 1390
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1391 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) { 1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1247 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1397 if (!(i % 6))
1398 wc--;
1249 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1252 } 1402 }
1403 }
1253 } else 1404 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1405 wc -= (level + thaco_bonus[stats.Str]);
1255 1406
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1407 stats.dam += dam_bonus[stats.Str];
1257 1408
1258 if(op->stats.dam<1) 1409 if (stats.dam < 1)
1259 op->stats.dam=1; 1410 stats.dam = 1;
1260 1411
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1262 if (settings.search_items && op->contr->search_str[0]) 1414 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1415 speed -= 1;
1416
1264 if (op->attacktype==0) 1417 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1418 attacktype = arch->clone.attacktype;
1266 1419
1267 } /* End if player */ 1420 } /* End if player */
1268 1421
1269 if(added_speed>=0) 1422 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1423 speed += added_speed / 10.0;
1271 else /* Something wrong here...: */ 1424 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1425 speed /= (float) (1.0 - added_speed);
1273 1426
1274 /* Max is determined by armour */ 1427 /* Max is determined by armour */
1275 if(op->speed>max) 1428 if (speed > max)
1276 op->speed=max; 1429 speed = max;
1277 1430
1278 if(op->type == PLAYER) { 1431 if (type == PLAYER)
1432 {
1279 /* f is a number the represents the number of kg above (positive num) 1433 /* 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 1434 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1435 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1436 * much above he is, and what is max carry is
1283 */ 1437 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1438 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1286 } 1441 }
1287 1442
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1289 1444
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1445 /* 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. 1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1447 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1448 speed = speed * speed_reduce_from_disease;
1294 1449
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1450 if (speed < 0.01 && type == PLAYER)
1451 speed = 0.01;
1296 1452
1297 if(op->type == PLAYER) { 1453 if (type == PLAYER)
1454 {
1298 float M,W,s,D,K,S,M2; 1455 float M, W, s, D, K, S, M2;
1299 1456
1300 /* (This formula was made by vidarl@ifi.uio.no) 1457 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1458 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1459 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1460 * that would just be a real pain to read.
1304 */ 1461 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1462 M = (max_carry[stats.Str] - 121) / 121.0;
1306 M2=max_carry[op->stats.Str]/100.0; 1463 M2 = max_carry[stats.Str] / 100.0;
1307 W=weapon_weight/20000.0; 1464 W = weapon_weight / 20000.0;
1308 s=2-weapon_speed/10.0; 1465 s = 2 - weapon_speed / 10.0;
1309 D=(op->stats.Dex-14)/14.0; 1466 D = (stats.Dex - 14) / 14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1312 if(K<=0) K=0.01; 1469 if (K <= 0)
1470 K = 0.01;
1313 S=op->speed/(K*s); 1471 S = speed / (K * s);
1314 op->contr->weapon_sp=S; 1472 contr->weapon_sp = S;
1315 } 1473 }
1474
1316 /* I want to limit the power of small monsters with big weapons: */ 1475 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3; 1477 stats.dam = arch->clone.stats.dam * 3;
1320 1478
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1479 /* 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, 1480 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same. 1481 * so its value is the same.
1324 */ 1482 */
1325 if (wc>120) wc=120; 1483 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1327 op->stats.wc=wc; 1488 stats.wc = wc;
1328 1489
1329 if (ac>120) ac=120; 1490 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1331 op->stats.ac=ac; 1495 stats.ac = ac;
1332 1496
1333 /* if for some reason the creature doesn't have any move type, 1497 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1498 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1499 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1500 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1501 * one or the other.
1338 */ 1502 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1503 if (move_type == 0)
1504 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK;
1341 1507
1342 update_ob_speed(op); 1508 if (speed != old_speed)
1509 set_speed (speed);
1343 1510
1344 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1512 * so we will check that now.
1346 */ 1513 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1517 esrv_update_spells (contr);
1518 }
1348} 1519}
1349 1520
1350/* 1521/*
1351 * Returns true if the given player is a legal class. 1522 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1523 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1524 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1525 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1526 * false otherwise.
1356 */ 1527 */
1357 1528int
1358int allowed_class(const object *op) { 1529allowed_class (const object *op)
1530{
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1531 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&& 1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1361 op->stats.Cha>0;
1362} 1533}
1363 1534
1364/* 1535/*
1365 * set the new dragon name after gaining levels or 1536 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1537 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1540 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1541 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1542 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1543 * Please, anyone, write support for 'ext_title'.
1373 */ 1544 */
1545void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1546set_dragon_name (object *pl, const object *abil, const object *skin)
1547{
1375 int atnr=-1; /* attacknumber of highest level */ 1548 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1549 int level = 0; /* highest level */
1377 int i; 1550 int i;
1378 1551
1379 /* Perhaps do something more clever? */ 1552 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1553 if (!abil || !skin)
1381 1554 return;
1555
1382 /* first, look for the highest level */ 1556 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1557 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1558 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1559 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1560 {
1386 level = abil->resist[i]; 1561 level = abil->resist[i];
1387 atnr = i; 1562 atnr = i;
1388 } 1563 }
1389 } 1564 }
1390 1565
1391 /* now if there are equals at highest level, pick the one with focus, 1566 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1567 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1568 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; 1569 atnr = abil->stats.exp;
1396 1570
1397 level = (int)(level/5.); 1571 level = (int) (level / 5.);
1398 1572
1399 /* now set the new title */ 1573 /* now set the new title */
1400 if (pl->contr != NULL) { 1574 if (pl->contr != NULL)
1575 {
1401 if(level == 0) 1576 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1578 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1580 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1582 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1583 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 1584 else
1585 {
1586 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1591 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1593 }
1418 } 1594 }
1419 1595
1420 strcpy(pl->contr->own_title, ""); 1596 strcpy (pl->contr->own_title, "");
1421} 1597}
1422 1598
1423/* 1599/*
1424 * This function is called when a dragon-player gains 1600 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1601 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1602 * or change the ability-focus.
1427 */ 1603 */
1604void
1428void dragon_level_gain(object *who) { 1605dragon_level_gain (object *who)
1606{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1607 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1608 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1609 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1610 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1611
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1612 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1614 {
1436 if (tmp->type == FORCE) { 1615 if (tmp->type == FORCE)
1616 {
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1438 abil = tmp; 1618 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1440 skin = tmp; 1620 skin = tmp;
1441 } 1621 }
1442 } 1622 }
1443 /* if the force is missing -> bail out */ 1623 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1624 if (abil == NULL)
1445 1625 return;
1626
1446 /* The ability_force keeps track of maximum level ever achieved. 1627 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1628 * New abilties can only be gained by surpassing this max level
1448 */ 1629 */
1449 if (who->level > abil->level) { 1630 if (who->level > abil->level)
1631 {
1450 /* increase our focused ability */ 1632 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1633 abil->resist[abil->stats.exp]++;
1452
1453 1634
1635
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1636 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1637 {
1455 /* time to hand out a new ability-gift */ 1638 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1639 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 } 1640 }
1459 1641
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1642 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1643 {
1461 /* apply new ability focus */ 1644 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1645 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); 1646 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1647
1466 abil->stats.exp = abil->last_eat; 1648 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1649 abil->last_eat = 0;
1468 } 1650 }
1469 1651
1470 abil->level = who->level; 1652 abil->level = who->level;
1471 } 1653 }
1472 1654
1473 /* last but not least, set the new title for the dragon */ 1655 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1656 set_dragon_name (who, abil, skin);
1475} 1657}
1476 1658
1477/* Handy function - given the skill name skill_name, we find the skill 1659/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1660 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1661 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1662 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1663 * want to do something with it immediately.
1482 */ 1664 */
1665object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1666give_skill_by_name (object *op, const char *skill_name)
1484{ 1667{
1485 object *skill_obj; 1668 object *skill_obj;
1486 1669
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1671 if (!skill_obj)
1672 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1674 return NULL;
1491 } 1675 }
1492 /* clear the flag - exp goes into this bucket, but player 1676 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1677 * still doesn't know it.
1494 */ 1678 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1680 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1681 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1682 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1683 if (op->contr)
1684 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1686 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 } 1687 }
1503 return skill_obj; 1688 return skill_obj;
1504} 1689}
1505 1690
1506 1691
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1692/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1693 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1694 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1695 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1696 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1697 * (eg, skill)
1513 */ 1698 */
1699void
1514void player_lvl_adj(object *who, object *op) { 1700player_lvl_adj (object *who, object *op)
1701{
1515 char buf[MAX_BUF]; 1702 char buf[MAX_BUF];
1516 1703
1517 if(!op) /* when rolling stats */ 1704 if (!op) /* when rolling stats */
1518 op = who; 1705 op = who;
1519 1706
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 {
1521 op->level++; 1709 op->level++;
1522 1710
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1712 dragon_level_gain (who);
1525 1713
1526 /* Only roll these if it is the player (who) that gained the level */ 1714 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1715 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1717 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); 1718 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; 1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 }
1721
1722 who->update_stats ();
1723 if (op->level > 1)
1531 } 1724 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1725 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); 1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1727 else
1728 sprintf (buf, "You are now level %d.", op->level);
1729 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 }
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 {
1736 op->level--;
1737 who->update_stats ();
1738 if (op->type != PLAYER)
1548 } 1739 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1743 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1744 }
1745
1551 /* check if the spell data has changed */ 1746 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1748 esrv_update_spells (who->contr);
1553} 1749}
1554 1750
1555/* 1751/*
1556 * Returns how much experience is needed for a player to become 1752 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1753 * the given level. level should really never exceed max_level
1558 */ 1754 */
1559 1755
1756sint64
1560sint64 level_exp(int level,double expmul) { 1757level_exp (int level, double expmul)
1758{
1561 if (level > settings.max_level) 1759 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1760 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]); 1761 return (sint64) (expmul * levels[level]);
1564} 1762}
1565 1763
1566/* 1764/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1765 * 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 1766 * 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 1767 * 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, 1768 * 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. 1769 * this can now work on a much larger set of objects.
1572 */ 1770 */
1771void
1573void calc_perm_exp(object *op) 1772calc_perm_exp (object *op)
1574{ 1773{
1575 int p_exp_min; 1774 int p_exp_min;
1576 1775
1577 /* Ensure that our permanent experience minimum is met. 1776 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1777 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1778 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1779 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1780
1582 if (op->perm_exp < p_exp_min) 1781 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1782 op->perm_exp = p_exp_min;
1584 1783
1585 /* Cap permanent experience. */ 1784 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1785 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1786 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1787 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1788 op->perm_exp = MAX_EXPERIENCE;
1590} 1789}
1591
1592 1790
1593/* Add experience to a player - exp should only be positive. 1791/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1792 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1793 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1794 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1795 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1796 * flag is what to do if the player doesn't have the skill:
1599 */ 1797 */
1600 1798static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1799add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1800{
1603 object *skill_obj = NULL; 1801 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1802 sint64 limit, exp_to_add;
1605 int i; 1803 int i;
1606 1804
1613 * chosen_skill. This means we don't need to search through 1811 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1812 * the players inventory.
1615 */ 1813 */
1616 if (skill_name) 1814 if (skill_name)
1617 { 1815 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1816 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; 1817 skill_obj = op->chosen_skill;
1621 else 1818 else
1622 { 1819 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1820 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)) 1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1822 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1823 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1824 break;
1629 } 1825 }
1630 1826
1649 exp_to_add = exp; 1845 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1846 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1847 if (exp_to_add > limit)
1652 exp_to_add = limit; 1848 exp_to_add = limit;
1653 1849
1654 ADD_EXP (op->stats.exp, 1850 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) 1851 if (settings.permanent_exp_ratio)
1658 { 1852 {
1659 ADD_EXP (op->perm_exp, 1853 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); 1854 calc_perm_exp (op);
1663 } 1855 }
1664 1856
1665 player_lvl_adj (op, NULL); 1857 player_lvl_adj (op, NULL);
1666 } 1858 }
1673 exp_to_add = limit; 1865 exp_to_add = limit;
1674 1866
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1867 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1868 if (settings.permanent_exp_ratio)
1677 { 1869 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1870 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1871 calc_perm_exp (skill_obj);
1681 } 1872 }
1682 1873
1683 player_lvl_adj (op, skill_obj); 1874 player_lvl_adj (op, skill_obj);
1684 } 1875 }
1690 * adjustments based on permanent exp and the like. 1881 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1882 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1883 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1884 * amount that should get subtract from the player.
1694 */ 1885 */
1886sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1887check_exp_loss (const object *op, sint64 exp)
1696{ 1888{
1697 sint64 del_exp; 1889 sint64 del_exp;
1698 1890
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1891 if (exp > op->stats.exp)
1892 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1893 if (settings.permanent_exp_ratio)
1894 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1895 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1896 if (del_exp < 0)
1897 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1898 if (exp > del_exp)
1899 exp = del_exp;
1704 } 1900 }
1705 return exp; 1901 return exp;
1706} 1902}
1707 1903
1904sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1905check_exp_adjust (const object *op, sint64 exp)
1709{ 1906{
1907 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1908 return check_exp_loss (op, exp);
1909 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1911}
1713 1912
1714 1913
1715/* Subtracts experience from player. 1914/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1915 * 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 1921 * 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. 1922 * 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 1923 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1924 * a postive number.
1726 */ 1925 */
1926static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1927subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1928{
1729 float fraction = (float) exp/(float) op->stats.exp; 1929 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1930 object *tmp;
1731 sint64 del_exp; 1931 sint64 del_exp;
1732 1932
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1933 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1934 if (tmp->type == SKILL && tmp->stats.exp)
1935 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1937 {
1736 del_exp = check_exp_loss(tmp, exp); 1938 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1939 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1940 player_lvl_adj (op, tmp);
1941 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1942 else if (flag != SK_SUBTRACT_SKILL_EXP)
1943 {
1740 /* only want to process other skills if we are not trying 1944 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1945 * to match a specific skill.
1742 */ 1946 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1948 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1949 player_lvl_adj (op, tmp);
1746 } 1950 }
1747 } 1951 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1952 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 {
1749 del_exp = check_exp_loss(op, exp); 1954 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1955 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1956 player_lvl_adj (op, NULL);
1752 } 1957 }
1753} 1958}
1754 1959
1755 1960
1756 1961
1761 * it is assumed the caller has modified the exp as needed. 1966 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1967 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1968 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1969 * these last two values are only used for players.
1765 */ 1970 */
1766 1971
1972void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1973change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{
1768 1975
1769#ifdef EXP_DEBUG 1976#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); 1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1978#endif
1775#endif
1776 1979
1777 /* safety */ 1980 /* safety */
1778 if(!op) { 1981 if (!op)
1982 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1983 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1984 return;
1781 } 1985 }
1782 1986
1783 /* if no change in exp, just return - most of the below code 1987 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1988 * won't do anything if the value is 0 anyways.
1785 */ 1989 */
1786 if (exp == 0) return; 1990 if (exp == 0)
1991 return;
1787 1992
1788 /* Monsters are easy - we just adjust their exp - we 1993 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1994 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1995 * the exp they have - the monsters exp represents what its
1791 * worth. 1996 * worth.
1792 */ 1997 */
1793 if(op->type != PLAYER) { 1998 if (op->type != PLAYER)
1999 {
1794 /* Sanity check */ 2000 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2001 if (!QUERY_FLAG (op, FLAG_ALIVE))
2002 return;
1796 2003
1797 /* reset exp to max allowed value. We subtract from 2004 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2005 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 2006 * more than max exp, just return.
2007 */
2008 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2009 {
2010 exp = MAX_EXPERIENCE - op->stats.exp;
2011 if (exp < 0)
2012 return;
2013 }
2014
2015 op->stats.exp += exp;
2016 }
2017 else
2018 { /* Players only */
2019 if (exp > 0)
2020 add_player_exp (op, exp, skill_name, flag);
2021 else
2022 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that
2024 * along.
1800 */ 2025 */
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); 2026 subtract_player_exp (op, FABS (exp), skill_name, flag);
1817 2027
1818 } 2028 }
1819} 2029}
1820 2030
1821/* Applies a death penalty experience, the size of this is defined by the 2031/* 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 2032 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2033 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2034 */
1825 2035
2036void
1826void apply_death_exp_penalty(object *op) { 2037apply_death_exp_penalty (object *op)
2038{
1827 object *tmp; 2039 object *tmp;
1828 sint64 loss; 2040 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2041 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2042 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2043
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2044 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2045 if (tmp->type == SKILL && tmp->stats.exp)
2046 {
1834 2047
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2048 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)]; 2049 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2050
1838 /* With the revised exp system, you can get cases where 2051 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2052 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2053 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2054 * tables is a lot harder.
1842 */ 2055 */
1843 if (level_loss < 0) level_loss = 0; 2056 if (level_loss < 0)
2057 level_loss = 0;
1844 2058
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2059 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2060
1847 tmp->stats.exp -= loss; 2061 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2062 player_lvl_adj (op, tmp);
1849 } 2063 }
1850 2064
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2065 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)]; 2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2067 if (level_loss < 0)
2068 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2070
1856 op->stats.exp -= loss; 2071 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2072 player_lvl_adj (op, NULL);
1858} 2073}
1859 2074
1860/* This function takes an object (monster/player, op), and 2075/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2076 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2077 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2078 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2079 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2080 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2081 */
2082int
1867int did_make_save(const object *op, int level, int bonus) 2083did_make_save (const object *op, int level, int bonus)
1868{ 2084{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2085 if (level > MAX_SAVE_LEVEL)
2086 level = MAX_SAVE_LEVEL;
1870 2087
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2088 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2089 return 0;
2090
2091 return 1;
1874} 2092}
1875

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