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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 1.36 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 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/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static 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, 35 -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 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static 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, 44 -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 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static 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, 49 -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 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (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 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const 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 79 -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}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const 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, 84 -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, 85 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 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const 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 93 -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}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const 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 97 -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}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const 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, 102 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 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* 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. 107 * 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 108 * 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 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const 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, 124 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,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 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}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -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}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 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}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 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, 177 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, 178 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, 179 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, 180 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, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 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 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * 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 363 * 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 364 * 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 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 372 char message[MAX_BUF];
374 int potion_max=0; 373 int potion_max = 0;
375 374
376 /* remember what object was like before it was changed. note that 375 /* 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 376 * 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 377 * found by update_stats. refop is not a real object
379 */ 378 */
380 object_pod refop = *op; 379 object_copy refop = *op;
381 380
382 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
383 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
384 potion_max=1; 385 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
386 int nstat, ostat; 388 int nstat, ostat;
387 389
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
390 392
391 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
393 395
394 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
397 * to allow for that. 399 * to allow for that.
398 */ 400 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
402 } 406 }
407
403 if (nstat != ostat) { 408 if (nstat != ostat)
409 {
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
405 potion_max=0; 411 potion_max = 0;
406 } 412 }
407 else if (i) { 413 else if (i)
414 {
408 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 416 potion_max = 1;
410 } 417 }
411 } 418 }
419
412 /* This section of code ups the characters normal stats also. I am not 420 /* 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 421 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 422 * recalculates this anyway.
415 */ 423 */
416 for(j=0;j<NUM_STATS;j++) 424 for (j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
418 check_stat_bounds(&(op->stats)); 427 check_stat_bounds (&(op->stats));
419 } /* end of potion handling code */ 428 } /* end of potion handling code */
420 } 429 }
421 430
422 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set 432 * everything to set
424 */ 433 */
425 if(flag == -1) { 434 if (flag == -1)
435 {
426 op->attacktype&=~tmp->attacktype; 436 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 437 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 438 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 439 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 440 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 441 * and not the other move_ fields.
432 */ 442 */
433 op->move_type &= ~tmp->move_type; 443 op->move_type &= ~tmp->move_type;
434 } 444 }
435 445
436 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
439 */ 449 */
440 fix_player(op); 450 op->update_stats ();
441 451
442 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 453 * print out message if this is a bow.
444 */ 454 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
446 success=1; 457 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 459 }
460
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
451 success=1; 463 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 465 }
466
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
456 success=1; 469 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 471 }
472
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
461 success=1; 475 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 477 }
478
465 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 483 * from fly high)
470 */ 484 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
472 success=1; 487 success = 1;
473 488
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 490 * status doesn't make a difference if you are flying high
476 */ 491 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 495 }
480 496
481 if (tmp->move_type & MOVE_FLY_HIGH) { 497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
482 /* double conditional - second case covers if you have move_fly_low - 499 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 500 * in that case, you don't actually land
484 */ 501 */
485 DIFF_MSG(flag, "You soar into the air air!.", 502 DIFF_MSG (flag, "You soar into the air air!.",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 503 (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 } 504 }
489 if (tmp->move_type & MOVE_SWIM) 505 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 507
492 /* Changing move status may mean you are affected by things you weren't before */ 508 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 509 check_move_on (op, op);
494 } 510 }
495 511
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 512 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 513 * originally undead may change their status
498 */ 514 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
501 success=1; 518 success = 1;
502 if(flag>0) { 519 if (flag > 0)
520 {
503 op->race = "undead"; 521 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
505 } else { 524 else
525 {
506 op->race = op->arch->clone.race; 526 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
508 } 559 }
509 } 560 }
510 561 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 562 {
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)) 563 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 565 else
566 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 568 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 569 if (op->type == PLAYER)
531 op->contr->do_los=1; 570 op->contr->do_los = 1;
532 } 571 }
533 } else { 572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 590 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 591 {
538 CLEAR_FLAG(op,FLAG_BLIND); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 593 if (op->type == PLAYER)
540 op->contr->do_los=1; 594 op->contr->do_los = 1;
541 } 595 }
542 } 596 }
543 } 597 else
544 598 {
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)) 599 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 601 else
602 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 604 if (op->type == PLAYER)
560 op->contr->do_los=1; 605 op->contr->do_los = 1;
561 } 606 }
562 } else { 607 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 608 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 652 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 654
568 op->contr->do_los=1; 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 667 }
570 } 668 }
571 } 669 }
572 670
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; 671 return success;
629} 672}
630 673
631/* 674/*
632 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 677 */
635 678
636void drain_stat(object *op) { 679void
680object::drain_stat ()
681{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
638} 683}
639 684
685void
640void drain_specific_stat(object *op, int deplete_stats) { 686object::drain_specific_stat (int deplete_stats)
687{
641 object *tmp; 688 object *tmp;
642 archetype *at; 689 archetype *at;
643 690
644 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 692 if (!at)
693 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 695 return;
696 }
648 } else { 697 else
698 {
649 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, this);
700
650 if (!tmp) { 701 if (!tmp)
702 {
651 tmp = arch_to_object(at); 703 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
654 } 706 }
655 } 707 }
656 708
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 711 update_stats ();
660} 712}
661 713
662/* 714/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 716 * via an applied bad_luck object.
665 */ 717 */
666 718void
667void change_luck(object *op, int value) { 719object::change_luck (int value)
668 object *tmp; 720{
669 archetype *at; 721 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 722 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 724 else
725 {
676 tmp = present_arch_in_ob(at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
677 if (!tmp) { 728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
678 if (!value) 738 if (value)
679 return; 739 {
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 740 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 742 * in op itself).
688 */ 743 */
689 new_luck = tmp->stats.luck+value; 744 int new_luck = tmp->stats.luck + value;
745
690 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
691 op->stats.luck+=value; 748 stats.luck += value;
692 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
693 } 751 }
694 } else { 752 else
753 {
695 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
696 return; 755 return;
697 } 756
698 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
700 */ 759 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
702 int diff = tmp->stats.luck>0?-1:1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
703 op->stats.luck += diff; 764 stats.luck += diff;
704 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
766 }
705 } 767 }
706 }
707 } 768 }
708} 769}
709 770
710/* 771/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 773 */
713 774void
714void remove_statbonus(object *op) { 775object::remove_statbonus ()
776{
715 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
721 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
729} 792}
730 793
731/* 794/*
732 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 796 */
734 797void
735void add_statbonus(object *op) { 798object::add_statbonus ()
799{
736 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
741 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
742 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
750} 815}
751 816
752/* 817/*
753 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
758 */ 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 827void
763void fix_player(object *op) { 828object::update_stats ()
829{
764 int i,j; 830 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 831 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; 832 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
770 837
771 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 839 if (type == PLAYER)
840 {
773 for(i=0;i<NUM_STATS;i++) { 841 for (i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
775 } 843
776 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 845 contr->encumbrance = 0;
778 846
779 op->attacktype=0; 847 attacktype = 0;
780 op->contr->digestion = 0; 848 contr->digestion = 0;
781 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 853 contr->item_power = 0;
786 854
787 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
791 */ 859 */
792 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
793 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
794 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
795 } 863 }
864
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
797 866
798 op->slaying = 0; 867 slaying = 0;
799 868
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 869 if (!QUERY_FLAG (this, FLAG_WIZ))
870 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 873 }
804 874
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 877 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);
816 878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
817 op->path_attuned=op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
822 op->chosen_skill = NULL; 889 chosen_skill = NULL;
823 890
824 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
825 * archetype clone 892 * archetype clone
826 */ 893 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
828 895
829 for (i=0;i<NROFATTACKS;i++) { 896 for (i = 0; i < NROFATTACKS; i++)
897 {
830 if (op->resist[i] > 0) 898 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 899 prot[i] = resist[i], vuln[i] = 0;
832 else 900 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
834 potion_resist[i]=0; 902 potion_resist[i] = 0;
835 } 903 }
836 904
837 wc=op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
839 907
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 910 * 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, 911 * 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 912 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 913 * that their protection from physical goes down
846 */ 914 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 919 }
851 else 920 else
852 ac=op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
853 922
854 op->stats.luck=op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
856 925
857 /* OK - we've reset most all the objects attributes to sane values. 926 /* 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. 927 * now go through and make adjustments for what the player has equipped.
859 */ 928 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 929 for (tmp = inv; tmp; tmp = tmp->below)
930 {
862 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
864 */ 933 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
866 936
867 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 938 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function. 939 * then calls this function.
870 */ 940 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 942 continue;
873 }
874 943
875 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 945 if (tmp->type == SKILL)
946 {
877 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 948 if (IS_MANA_SKILL (tmp->subtype))
949 {
879 if (!mana_obj) mana_obj=tmp; 950 if (!mana_obj)
951 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 952 else if (tmp->level > mana_obj->level)
953 mana_obj = tmp;
881 } 954 }
955
882 if (IS_GRACE_SKILL(tmp->subtype)) { 956 if (IS_GRACE_SKILL (tmp->subtype))
957 {
883 if (!grace_obj) grace_obj=tmp; 958 if (!grace_obj)
959 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 960 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp;
885 } 962 }
886 } 963 }
887 964
888 /* Container objects are not meant to adjust a players, but other applied 965 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 966 * objects need to make adjustments.
890 * This block should handle all player specific changes 967 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 968 * 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. 969 * 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, 970 * 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 971 * because the skill shouldn't count against body positions being used
895 * up, etc. 972 * up, etc.
896 */ 973 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 {
899 if(op->type==PLAYER) { 977 if (type == PLAYER)
978 {
900 if (tmp->type == BOW) 979 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
902 981
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
904 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
905 984
906 for(i=0;i<NUM_STATS;i++) 985 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
908 987
909 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
912 */ 991 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) { 999 (tmp->type == SKILL))
1000 {
921 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
927 } 1007 }
928 } /* if this is a player */ 1008 } /* if this is a player */
929 1009
930 /* Update slots used for items */ 1010 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1014
1015 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
934 } 1020 }
935 1021
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). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1026 */
946 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
1028 {
947 for (i=0; i<NROFATTACKS; i++) { 1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
948 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
950 */ 1033 */
951 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
1035 {
952 if (potion_resist[i]) 1036 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1038 else
955 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
956 } 1040 }
957 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 1045 }
962 } 1046 }
963 1047
964 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype; 1050 attacktype |= tmp->attacktype;
967 1051
968 op->path_attuned|=tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1054 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
973 1057
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1058 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); 1059 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); 1060 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); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1063 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); 1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
981 1065
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
984 1068
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 {
986 SET_FLAG(op,FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
987 op->invisible=1; 1072 invisible = 1;
988 } 1073 }
989 1074
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1075 if (tmp->stats.exp && tmp->type != SKILL)
1076 {
991 if(tmp->stats.exp > 0) { 1077 if (tmp->stats.exp > 0)
1078 {
992 added_speed+=(float)tmp->stats.exp/3.0; 1079 added_speed += (float) tmp->stats.exp / 3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1081 }
994 } else 1082 else
995 added_speed+=(float)tmp->stats.exp; 1083 added_speed += (float) tmp->stats.exp;
996 } 1084 }
997 1085
998 switch(tmp->type) { 1086 switch (tmp->type)
1087 {
999 /* skills modifying the character -b.t. */ 1088 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1089 /* for all skills and skill granting objects */
1001 case SKILL: 1090 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1091 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; 1092 break;
1031 1093
1032 case SKILL_TOOL: 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1033 if (op->chosen_skill) { 1097 if (chosen_skill)
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1035 } 1099
1036 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040 1101
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) 1102 if (tmp->stats.dam > 0)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1103 { /* skill is a 'weapon' */
1055 if(tmp->stats.ac) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1056 ac-=(tmp->stats.ac+tmp->magic); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1057 break;
1058 1106
1059 case WEAPON: 1107 if (weapon_speed < 0)
1060 wc-=(tmp->stats.wc+tmp->magic); 1108 weapon_speed = 0;
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1109
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1110 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1111 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 1112
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) { 1113 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; 1114 stats.dam += tmp->magic;
1089 } 1115 }
1116
1117 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic);
1119
1120 if (tmp->slaying != NULL)
1121 slaying = tmp->slaying;
1122
1090 if(tmp->stats.ac) { 1123 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; 1124 ac -= (tmp->stats.ac + tmp->magic);
1097 } 1125
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1128
1101 max=ARMOUR_SPEED(tmp)/10.0; 1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1102 break; 1132 break;
1133
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break;
1143
1144 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000;
1147 case RING:
1148 case AMULET:
1149 case GIRDLE:
1150 case HELMET:
1151 case BOOTS:
1152 case GLOVES:
1153 case CLOAK:
1154 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic);
1156
1157 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic);
1159
1160 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic);
1162
1163 break;
1164
1165 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic);
1167
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic;
1170
1171 stats.dam += (tmp->stats.dam + tmp->magic);
1172 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174
1175 if (weapon_speed < 0)
1176 weapon_speed = 0;
1177
1178 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205
1206 if (tmp->stats.ac)
1207 {
1208 if (best_ac < tmp->stats.ac + tmp->magic)
1209 {
1210 ac += best_ac; /* Remove last bonus */
1211 best_ac = tmp->stats.ac + tmp->magic;
1212 }
1213 else /* To nullify the below effect */
1214 ac += tmp->stats.ac + tmp->magic;
1215 }
1216
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219
1220 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic);
1222
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0;
1225
1226 break;
1103 } /* switch tmp->type */ 1227 } /* switch tmp->type */
1104 } /* item is equipped */ 1228 } /* item is equipped */
1105 } /* for loop of items */ 1229 } /* for loop of items */
1106 1230
1107 /* We've gone through all the objects the player has equipped. For many things, we 1231 /* 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. 1232 * have generated intermediate values which we now need to assign.
1109 */ 1233 */
1110 1234
1111 /* 'total resistance = total protections - total vulnerabilities'. 1235 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1236 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1237 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1238 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1239 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1240 */
1117 for (i=0; i<NROFATTACKS; i++) { 1241 for (i = 0; i < NROFATTACKS; i++)
1242 {
1118 op->resist[i] = prot[i] - vuln[i]; 1243 resist[i] = prot[i] - vuln[i];
1244
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1245 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]; 1246 resist[i] = potion_resist[i];
1122 } 1247 }
1123 1248
1124 /* Figure out the players sp/mana/hp totals. */ 1249 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1250 if (type == PLAYER)
1251 {
1126 int pl_level; 1252 int pl_level;
1127 1253
1128 check_stat_bounds(&(op->stats)); 1254 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1255 pl_level = level;
1130 1256
1257 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1259
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1260 /* 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. 1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1262 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1264 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1267 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1139 if (con_bonus[op->stats.Con]>0) 1269 if (con_bonus[stats.Con] > 0)
1140 j++; 1270 j++;
1141 else 1271 else
1142 j--; 1272 j--;
1143 } 1273 }
1274
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1276 }
1146 1277
1147 for(i=11;i<=op->level;i++) 1278 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1279 stats.maxhp += 2;
1149 1280
1150 if(op->stats.hp>op->stats.maxhp) 1281 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1282 stats.hp = stats.maxhp;
1152 1283
1153 /* Sp gain is controlled by the level of the player's 1284 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1285 * relevant experience object (mana_obj, see above)
1155 */ 1286 */
1156 /* following happen when skills system is not used */ 1287 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1288 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1289 mana_obj = this;
1290
1291 if (!grace_obj)
1292 grace_obj = this;
1293
1159 /* set maxsp */ 1294 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1295 if (!mana_obj || !mana_obj->level || type != PLAYER)
1296 mana_obj = this;
1161 1297
1162 if (mana_obj == op && op->type == PLAYER) { 1298 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1299 stats.maxsp = 1;
1164 } else { 1300 else
1301 {
1165 sp_tmp=0.0; 1302 sp_tmp = 0.0;
1303
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 {
1167 float stmp; 1306 float stmp;
1168 1307
1169 /* Got some extra bonus at first level */ 1308 /* Got some extra bonus at first level */
1170 if(i<2) { 1309 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1310 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 { 1311 else
1174 stmp=(float)op->contr->levsp[i] 1312 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] + 1313
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1179 sp_tmp+=stmp; 1317 sp_tmp += stmp;
1180 } 1318 }
1319
1181 op->stats.maxsp=(int)sp_tmp; 1320 stats.maxsp = (int) sp_tmp;
1182 1321
1183 for(i=11;i<=mana_obj->level;i++) 1322 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1323 stats.maxsp += 2;
1185 } 1324 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1325 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1326 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1327 stats.sp = stats.maxsp * 2;
1189 1328
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1329 /* 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; 1330 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331 grace_obj = this;
1192 1332
1193 if (grace_obj == op && op->type == PLAYER) { 1333 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1334 stats.maxgrace = 1;
1195 } else { 1335 else
1336 {
1196 /* store grace in a float - this way, the divisions below don't create 1337 /* 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 1338 * 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 1339 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1340 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1341 */
1201 sp_tmp=0.0; 1342 sp_tmp = 0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 {
1203 float grace_tmp=0.0; 1345 float grace_tmp = 0.0;
1204 1346
1205 /* Got some extra bonus at first level */ 1347 /* Got some extra bonus at first level */
1206 if(i<2) { 1348 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1209 } else { 1351 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1352 grace_tmp = (float) contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] + 1353 + ((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; 1354
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1215 sp_tmp+=grace_tmp; 1358 sp_tmp += grace_tmp;
1216 } 1359 }
1360
1217 op->stats.maxgrace=(int)sp_tmp; 1361 stats.maxgrace = (int) sp_tmp;
1218 1362
1219 /* two grace points per level after 11 */ 1363 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1364 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1365 stats.maxgrace += 2;
1222 } 1366 }
1223 /* No limit on grace vs maxgrace */ 1367 /* No limit on grace vs maxgrace */
1224 1368
1225 if(op->contr->braced) { 1369 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1370 {
1371 ac += 2;
1372 wc += 4;
1373 }
1229 else 1374 else
1230 ac-=dex_bonus[op->stats.Dex]; 1375 ac -= dex_bonus[stats.Dex];
1231 1376
1232 /* In new exp/skills system, wc bonuses are related to 1377 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1378 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1379 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1380 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1381 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1382 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1383 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1384 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1385 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1386 * monster bonus the same as before. -b.t.
1242 */ 1387 */
1243 1388
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) { 1392 for (i = 1; i < wc_obj->level; i++)
1393 {
1247 /* addtional wc every 6 levels */ 1394 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1395 if (!(i % 6))
1396 wc--;
1249 /* addtional dam every 4 levels. */ 1397 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1252 } 1400 }
1401 }
1253 } else 1402 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1403 wc -= (level + thaco_bonus[stats.Str]);
1255 1404
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1405 stats.dam += dam_bonus[stats.Str];
1257 1406
1258 if(op->stats.dam<1) 1407 if (stats.dam < 1)
1259 op->stats.dam=1; 1408 stats.dam = 1;
1260 1409
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1262 if (settings.search_items && op->contr->search_str[0]) 1412 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1413 speed -= 1;
1414
1264 if (op->attacktype==0) 1415 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1416 attacktype = arch->clone.attacktype;
1266 1417
1267 } /* End if player */ 1418 } /* End if player */
1268 1419
1269 if(added_speed>=0) 1420 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1421 speed += added_speed / 10.0;
1271 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1423 speed /= (float) (1.0 - added_speed);
1273 1424
1274 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1275 if(op->speed>max) 1426 if (speed > max)
1276 op->speed=max; 1427 speed = max;
1277 1428
1278 if(op->type == PLAYER) { 1429 if (type == PLAYER)
1430 {
1279 /* f is a number the represents the number of kg above (positive num) 1431 /* 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 1432 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1283 */ 1435 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1436 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1438 speed = speed / (1.0 + f / max_carry[stats.Str]);
1286 } 1439 }
1287 1440
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1289 1442
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1443 /* 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. 1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1445 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1446 speed = speed * speed_reduce_from_disease;
1294 1447
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1448 if (speed < 0.01 && type == PLAYER)
1449 speed = 0.01;
1296 1450
1297 if(op->type == PLAYER) { 1451 if (type == PLAYER)
1452 {
1298 float M,W,s,D,K,S,M2; 1453 float M, W, s, D, K, S, M2;
1299 1454
1300 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1304 */ 1459 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1460 M = (max_carry[stats.Str] - 121) / 121.0;
1306 M2=max_carry[op->stats.Str]/100.0; 1461 M2 = max_carry[stats.Str] / 100.0;
1307 W=weapon_weight/20000.0; 1462 W = weapon_weight / 20000.0;
1308 s=2-weapon_speed/10.0; 1463 s = 2 - weapon_speed / 10.0;
1309 D=(op->stats.Dex-14)/14.0; 1464 D = (stats.Dex - 14) / 14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1465 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; 1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1312 if(K<=0) K=0.01; 1467 if (K <= 0)
1468 K = 0.01;
1313 S=op->speed/(K*s); 1469 S = speed / (K * s);
1314 op->contr->weapon_sp=S; 1470 contr->weapon_sp = S;
1315 } 1471 }
1472
1316 /* I want to limit the power of small monsters with big weapons: */ 1473 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1474 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; 1475 stats.dam = arch->clone.stats.dam * 3;
1320 1476
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1477 /* 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, 1478 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same. 1479 * so its value is the same.
1324 */ 1480 */
1325 if (wc>120) wc=120; 1481 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1327 op->stats.wc=wc; 1486 stats.wc = wc;
1328 1487
1329 if (ac>120) ac=120; 1488 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1331 op->stats.ac=ac; 1493 stats.ac = ac;
1332 1494
1333 /* if for some reason the creature doesn't have any move type, 1495 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1496 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1497 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1498 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1499 * one or the other.
1338 */ 1500 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1501 if (move_type == 0)
1502 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1504 move_type &= ~MOVE_WALK;
1341 1505
1342 update_ob_speed(op); 1506 if (speed != old_speed)
1507 set_speed (speed);
1343 1508
1344 /* It is quite possible that a player's spell costing might have changed, 1509 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1510 * so we will check that now.
1346 */ 1511 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1515 esrv_update_spells (contr);
1516 }
1517
1518 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0;
1348} 1521}
1349 1522
1350/* 1523/*
1351 * Returns true if the given player is a legal class. 1524 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1525 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1526 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1527 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1528 * false otherwise.
1356 */ 1529 */
1357 1530int
1358int allowed_class(const object *op) { 1531allowed_class (const object *op)
1532{
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1533 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&& 1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1361 op->stats.Cha>0;
1362} 1535}
1363 1536
1364/* 1537/*
1365 * set the new dragon name after gaining levels or 1538 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1539 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1542 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1543 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1544 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1545 * Please, anyone, write support for 'ext_title'.
1373 */ 1546 */
1547void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1548set_dragon_name (object *pl, const object *abil, const object *skin)
1549{
1375 int atnr=-1; /* attacknumber of highest level */ 1550 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1551 int level = 0; /* highest level */
1377 int i; 1552 int i;
1378 1553
1379 /* Perhaps do something more clever? */ 1554 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1555 if (!abil || !skin)
1381 1556 return;
1557
1382 /* first, look for the highest level */ 1558 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1559 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1560 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1561 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1562 {
1386 level = abil->resist[i]; 1563 level = abil->resist[i];
1387 atnr = i; 1564 atnr = i;
1388 } 1565 }
1389 } 1566 }
1390 1567
1391 /* now if there are equals at highest level, pick the one with focus, 1568 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1569 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1570 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; 1571 atnr = abil->stats.exp;
1396 1572
1397 level = (int)(level/5.); 1573 level = (int) (level / 5.);
1398 1574
1399 /* now set the new title */ 1575 /* now set the new title */
1400 if (pl->contr != NULL) { 1576 if (pl->contr != NULL)
1577 {
1401 if(level == 0) 1578 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1579 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1580 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1582 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1583 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1584 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1585 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 1586 else
1587 {
1588 /* special titles for extra high resistance! */
1589 if (skin->resist[atnr] > 80)
1590 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1591 else if (skin->resist[atnr] > 50)
1592 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1593 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1594 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1595 }
1418 } 1596 }
1419 1597
1420 strcpy(pl->contr->own_title, ""); 1598 strcpy (pl->contr->own_title, "");
1421} 1599}
1422 1600
1423/* 1601/*
1424 * This function is called when a dragon-player gains 1602 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1603 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1604 * or change the ability-focus.
1427 */ 1605 */
1606void
1428void dragon_level_gain(object *who) { 1607dragon_level_gain (object *who)
1608{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1609 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1610 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1611 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1612 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1613
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1614 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1619 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1620 if (tmp->arch->name == dragon_ability_force)
1438 abil = tmp; 1621 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1622 else if (tmp->arch->name == dragon_skin_force)
1440 skin = tmp; 1623 skin = tmp;
1441 } 1624
1442 }
1443 /* if the force is missing -> bail out */ 1625 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1626 if (abil == NULL)
1445 1627 return;
1628
1446 /* The ability_force keeps track of maximum level ever achieved. 1629 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1630 * New abilties can only be gained by surpassing this max level
1448 */ 1631 */
1449 if (who->level > abil->level) { 1632 if (who->level > abil->level)
1633 {
1450 /* increase our focused ability */ 1634 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1635 abil->resist[abil->stats.exp]++;
1452
1453 1636
1637
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1638 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1639 {
1455 /* time to hand out a new ability-gift */ 1640 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1641 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 } 1642 }
1459 1643
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1644 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1645 {
1461 /* apply new ability focus */ 1646 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1647 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); 1648 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1649
1466 abil->stats.exp = abil->last_eat; 1650 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1651 abil->last_eat = 0;
1468 } 1652 }
1469 1653
1470 abil->level = who->level; 1654 abil->level = who->level;
1471 } 1655 }
1472 1656
1473 /* last but not least, set the new title for the dragon */ 1657 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1658 set_dragon_name (who, abil, skin);
1475} 1659}
1476 1660
1477/* Handy function - given the skill name skill_name, we find the skill 1661/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1662 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1663 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1664 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1665 * want to do something with it immediately.
1482 */ 1666 */
1667object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1668give_skill_by_name (object *op, const char *skill_name)
1484{ 1669{
1485 object *skill_obj; 1670 object *skill_obj;
1486 1671
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1672 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1673 if (!skill_obj)
1674 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1676 return NULL;
1491 } 1677 }
1492 /* clear the flag - exp goes into this bucket, but player 1678 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1679 * still doesn't know it.
1494 */ 1680 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1682 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1683 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1684 insert_ob_in_ob (skill_obj, op);
1685
1499 if (op->contr) { 1686 if (op->contr)
1687 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1502 } 1691 }
1692
1503 return skill_obj; 1693 return skill_obj;
1504} 1694}
1505 1695
1506 1696
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1697/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1698 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1699 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1700 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1701 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1702 * (eg, skill)
1513 */ 1703 */
1704void
1514void player_lvl_adj(object *who, object *op) { 1705player_lvl_adj (object *who, object *op)
1706{
1515 char buf[MAX_BUF]; 1707 char buf[MAX_BUF];
1516 1708
1517 if(!op) /* when rolling stats */ 1709 if (!op) /* when rolling stats */
1518 op = who; 1710 op = who;
1519 1711
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 {
1521 op->level++; 1714 op->level++;
1522 1715
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1717 dragon_level_gain (who);
1525 1718
1526 /* Only roll these if it is the player (who) that gained the level */ 1719 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1720 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1722 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); 1723 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; 1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725 }
1726
1727 who->update_stats ();
1728 if (op->level > 1)
1531 } 1729 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1730 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); 1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1732 else
1733 sprintf (buf, "You are now level %d.", op->level);
1734 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 }
1737 player_lvl_adj (who, op); /* To increase more levels */
1738 }
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 {
1741 op->level--;
1742 who->update_stats ();
1743 if (op->type != PLAYER)
1548 } 1744 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1748 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1749 }
1750
1551 /* check if the spell data has changed */ 1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1753 esrv_update_spells (who->contr);
1553} 1754}
1554 1755
1555/* 1756/*
1556 * Returns how much experience is needed for a player to become 1757 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1758 * the given level. level should really never exceed max_level
1558 */ 1759 */
1559 1760
1761sint64
1560sint64 level_exp(int level,double expmul) { 1762level_exp (int level, double expmul)
1763{
1561 if (level > settings.max_level) 1764 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1765 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]); 1766 return (sint64) (expmul * levels[level]);
1564} 1767}
1565 1768
1566/* 1769/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1770 * 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 1771 * 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 1772 * 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, 1773 * 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. 1774 * this can now work on a much larger set of objects.
1572 */ 1775 */
1776void
1573void calc_perm_exp(object *op) 1777calc_perm_exp (object *op)
1574{ 1778{
1575 int p_exp_min; 1779 int p_exp_min;
1576 1780
1577 /* Ensure that our permanent experience minimum is met. 1781 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1782 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1783 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1784 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1785
1582 if (op->perm_exp < p_exp_min) 1786 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1787 op->perm_exp = p_exp_min;
1584 1788
1585 /* Cap permanent experience. */ 1789 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1790 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1791 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1793 op->perm_exp = MAX_EXPERIENCE;
1590} 1794}
1591
1592 1795
1593/* Add experience to a player - exp should only be positive. 1796/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1797 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1798 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1799 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1800 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1801 * flag is what to do if the player doesn't have the skill:
1599 */ 1802 */
1600 1803static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1804add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1805{
1603 object *skill_obj = NULL; 1806 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1807 sint64 limit, exp_to_add;
1605 int i; 1808 int i;
1606 1809
1613 * chosen_skill. This means we don't need to search through 1816 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1817 * the players inventory.
1615 */ 1818 */
1616 if (skill_name) 1819 if (skill_name)
1617 { 1820 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1821 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; 1822 skill_obj = op->chosen_skill;
1621 else 1823 else
1622 { 1824 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1825 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)) 1826 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1827 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1828 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1829 break;
1629 } 1830 }
1630 1831
1649 exp_to_add = exp; 1850 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1851 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1852 if (exp_to_add > limit)
1652 exp_to_add = limit; 1853 exp_to_add = limit;
1653 1854
1654 ADD_EXP (op->stats.exp, 1855 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) 1856 if (settings.permanent_exp_ratio)
1658 { 1857 {
1659 ADD_EXP (op->perm_exp, 1858 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); 1859 calc_perm_exp (op);
1663 } 1860 }
1664 1861
1665 player_lvl_adj (op, NULL); 1862 player_lvl_adj (op, NULL);
1666 } 1863 }
1673 exp_to_add = limit; 1870 exp_to_add = limit;
1674 1871
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1872 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1873 if (settings.permanent_exp_ratio)
1677 { 1874 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1875 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1876 calc_perm_exp (skill_obj);
1681 } 1877 }
1682 1878
1683 player_lvl_adj (op, skill_obj); 1879 player_lvl_adj (op, skill_obj);
1684 } 1880 }
1690 * adjustments based on permanent exp and the like. 1886 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1887 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1888 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1889 * amount that should get subtract from the player.
1694 */ 1890 */
1891sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1892check_exp_loss (const object *op, sint64 exp)
1696{ 1893{
1697 sint64 del_exp; 1894 sint64 del_exp;
1698 1895
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1896 if (exp > op->stats.exp)
1897 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1898 if (settings.permanent_exp_ratio)
1899 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1900 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1901 if (del_exp < 0)
1902 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1903 if (exp > del_exp)
1904 exp = del_exp;
1704 } 1905 }
1705 return exp; 1906 return exp;
1706} 1907}
1707 1908
1909sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1910check_exp_adjust (const object *op, sint64 exp)
1709{ 1911{
1912 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1913 return check_exp_loss (op, exp);
1914 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1915 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1916}
1713 1917
1714 1918
1715/* Subtracts experience from player. 1919/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1920 * 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 1926 * 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. 1927 * 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 1928 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1929 * a postive number.
1726 */ 1930 */
1931static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1932subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1933{
1729 float fraction = (float) exp/(float) op->stats.exp; 1934 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1935 object *tmp;
1731 sint64 del_exp; 1936 sint64 del_exp;
1732 1937
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1938 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1939 if (tmp->type == SKILL && tmp->stats.exp)
1940 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1941 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1942 {
1736 del_exp = check_exp_loss(tmp, exp); 1943 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1944 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1945 player_lvl_adj (op, tmp);
1946 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1947 else if (flag != SK_SUBTRACT_SKILL_EXP)
1948 {
1740 /* only want to process other skills if we are not trying 1949 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1950 * to match a specific skill.
1742 */ 1951 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1953 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1954 player_lvl_adj (op, tmp);
1746 } 1955 }
1747 } 1956 }
1957
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1959 {
1749 del_exp = check_exp_loss(op, exp); 1960 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1961 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1962 player_lvl_adj (op, NULL);
1752 } 1963 }
1753} 1964}
1754
1755
1756 1965
1757/* change_exp() - changes experience to a player/monster. This 1966/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1967 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1968 *
1760 * The exp passed is typically not modified much by this function - 1969 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1970 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1971 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1972 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1973 * these last two values are only used for players.
1765 */ 1974 */
1766 1975void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1976change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{
1768 1978
1769#ifdef EXP_DEBUG 1979#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); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1981#endif
1775#endif
1776 1982
1777 /* safety */ 1983 /* safety */
1778 if(!op) { 1984 if (!op)
1985 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1986 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1987 return;
1781 } 1988 }
1782 1989
1783 /* if no change in exp, just return - most of the below code 1990 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1991 * won't do anything if the value is 0 anyways.
1785 */ 1992 */
1786 if (exp == 0) return; 1993 if (exp == 0)
1994 return;
1787 1995
1788 /* Monsters are easy - we just adjust their exp - we 1996 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1997 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1998 * the exp they have - the monsters exp represents what its
1791 * worth. 1999 * worth.
1792 */ 2000 */
1793 if(op->type != PLAYER) { 2001 if (op->type != PLAYER)
2002 {
1794 /* Sanity check */ 2003 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
1796 2006
1797 /* reset exp to max allowed value. We subtract from 2007 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 2009 * more than max exp, just return.
2010 */
2011 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012 {
2013 exp = MAX_EXPERIENCE - op->stats.exp;
2014 if (exp < 0)
2015 return;
2016 }
2017
2018 op->stats.exp += exp;
2019 }
2020 else
2021 { /* Players only */
2022 if (exp > 0)
2023 add_player_exp (op, exp, skill_name, flag);
2024 else
2025 /* note that when you lose exp, it doesn't go against
2026 * a particular skill, so we don't need to pass that
2027 * along.
1800 */ 2028 */
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); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 2030 }
1819} 2031}
1820 2032
1821/* Applies a death penalty experience, the size of this is defined by the 2033/* 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 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2035 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2036 */
1825 2037
2038void
1826void apply_death_exp_penalty(object *op) { 2039apply_death_exp_penalty (object *op)
2040{
1827 object *tmp; 2041 object *tmp;
1828 sint64 loss; 2042 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2045
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2046 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
1834 2049
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2050 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)]; 2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2052
1838 /* With the revised exp system, you can get cases where 2053 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2054 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2055 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2056 * tables is a lot harder.
1842 */ 2057 */
1843 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1844 2060
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2062
1847 tmp->stats.exp -= loss; 2063 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2064 player_lvl_adj (op, tmp);
1849 } 2065 }
1850 2066
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2067 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)]; 2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2069 if (level_loss < 0)
2070 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2072
1856 op->stats.exp -= loss; 2073 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2074 player_lvl_adj (op, NULL);
1858} 2075}
1859 2076
1860/* This function takes an object (monster/player, op), and 2077/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2078 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2079 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2080 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2081 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2082 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2083 */
2084int
1867int did_make_save(const object *op, int level, int bonus) 2085did_make_save (const object *op, int level, int bonus)
1868{ 2086{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
1870 2089
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2091 return 0;
2092
2093 return 1;
1874} 2094}
1875

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