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Comparing deliantra/server/common/living.C (file contents):
Revision 1.7 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC

1
1/* 2/*
2 * static char *rcsid_living_c = 3 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.7 2006/09/09 21:48:28 root Exp $"; 4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 34 * 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 35 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 36 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 37#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 38
38static const int con_bonus[MAX_STAT + 1]={ 39static 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, 40 -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 41 22, 25, 30, 40, 50
41}; 42};
42 43
43/* changed the name of this to "sp_bonus" from "int_bonus" 44/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 45 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 46 * advancement. -b.t.
46 */ 47 */
47static const int sp_bonus[MAX_STAT + 1]={ 48static 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, 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,
49 30,40,50,70,100 50 30, 40, 50, 70, 100
50}; 51};
51 52
52static const int grace_bonus[MAX_STAT +1] = { 53static 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, 54 -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 55 30, 40, 50, 70, 100
55}; 56};
56 57
57/* 0.92.7 Changed way charisma works. Values now 58/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 59 * 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 60 * (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 70 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 71 * it is 1-diff
71 */ 72 */
72 73
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 74const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 75 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 76 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 77 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 78 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 79 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 80 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 81};
81 82
82const int dex_bonus[MAX_STAT + 1]={ 83const 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 84 -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}; 85};
85 86
86/* speed_bonus uses dex as its stat */ 87/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 88const 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, 89 -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, 90 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 91 1.6, 1.8, 2.0, 2.5, 3.0
91}; 92};
92 93
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 94/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 95 * strength.
95 */ 96 */
96const int dam_bonus[MAX_STAT + 1]={ 97const 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 98 -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}; 99};
99 100
100const int thaco_bonus[MAX_STAT + 1]={ 101const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 102 -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}; 103};
103 104
104/* Max you can carry before you start getting extra speed penalties */ 105/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 106const 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, 107 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 108 301, 326, 352, 400, 450, 500, 600, 1000
108}; 109};
109 110
110/* weight_limit - the absolute most a character can carry - a character can't 111/* 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. 112 * 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 113 * 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 114 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 115 * before, you need to start someplace.
115 */ 116 */
116 117
117const uint32 weight_limit[MAX_STAT+ 1] = { 118const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 119 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 120 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 121 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 122 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 123 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 124 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 125 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 126};
126 127
127const int learn_spell[MAX_STAT + 1]={ 128const 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, 129 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,
129 100,100,100,100,100,100 130 100, 100, 100, 100, 100, 100
130}; 131};
131 132
132const int cleric_chance[MAX_STAT + 1]={ 133const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 134 100, 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}; 135};
135 136
136const int turn_bonus[MAX_STAT + 1]={ 137const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 138 -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}; 139};
139 140
140const int fear_bonus[MAX_STAT + 1]={ 141const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 142 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}; 143};
143 144
144/* 145/*
145 Since this is nowhere defined ... 146 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 147 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 162 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 163 * if more levels are desired, this should be fixed.
163 * -b.t. 164 * -b.t.
164 */ 165 */
165 166
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 168
168#ifndef WIN32 169#ifndef WIN32
169extern uint64 *levels; 170extern uint64 *levels;
170#else 171#else
171extern sint64 *levels; 172extern sint64 *levels;
172#endif 173#endif
173 174
174#define MAX_SAVE_LEVEL 110 175#define MAX_SAVE_LEVEL 110
176
175/* This no longer needs to be changed anytime the number of 177/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 178 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 179 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 180 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 181 * and instead did_make_save should be used instead.
180 */ 182 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 183static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 184 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 185 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, 186 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, 187 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, 188 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, 189 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, 1 190 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 191};
190 192
191const char *const attacks[NROFATTACKS] = { 193const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 194 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 195 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 196 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 197 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 198 "life stealing"
197}; 199};
198 200
199static const char *const drain_msg[NUM_STATS] = { 201static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 202 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 203 "You're feeling clumsy!",
202 "You feel less healthy", 204 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 205 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 206 "Your face gets distorted!",
205 "Watch out, your mind is going!", 207 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 208 "Your spirit feels drained!"
207}; 209};
208const char *const restore_msg[NUM_STATS] = { 210const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 211 "You feel your strength return.",
210 "You feel your agility return.", 212 "You feel your agility return.",
211 "You feel your health return.", 213 "You feel your health return.",
212 "You feel your wisdom return.", 214 "You feel your wisdom return.",
213 "You feel your charisma return.", 215 "You feel your charisma return.",
214 "You feel your memory return.", 216 "You feel your memory return.",
215 "You feel your spirits return." 217 "You feel your spirits return."
216}; 218};
217const char *const gain_msg[NUM_STATS] = { 219const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 220 "You feel stronger.",
219 "You feel more agile.", 221 "You feel more agile.",
220 "You feel healthy.", 222 "You feel healthy.",
221 "You feel wiser.", 223 "You feel wiser.",
222 "You seem to look better.", 224 "You seem to look better.",
223 "You feel smarter.", 225 "You feel smarter.",
224 "You feel more potent." 226 "You feel more potent."
225}; 227};
226const char *const lose_msg[NUM_STATS] = { 228const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 229 "You feel weaker!",
228 "You feel clumsy!", 230 "You feel clumsy!",
229 "You feel less healthy!", 231 "You feel less healthy!",
230 "You lose some of your memory!", 232 "You lose some of your memory!",
231 "You look ugly!", 233 "You look ugly!",
232 "You feel stupid!", 234 "You feel stupid!",
233 "You feel less potent!" 235 "You feel less potent!"
234}; 236};
235 237
236const char *const statname[NUM_STATS] = { 238const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 240};
239 241
240const char *const short_stat_name[NUM_STATS] = { 242const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 244};
243 245
244/* 246/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 248 * what attr is (STR to POW).
247 */ 249 */
248 250
249void 251void
250set_attr_value(living *stats,int attr,sint8 value) { 252set_attr_value (living * stats, int attr, sint8 value)
253{
251 switch(attr) { 254 switch (attr)
255 {
252 case STR: 256 case STR:
253 stats->Str=value; 257 stats->Str = value;
254 break; 258 break;
255 case DEX: 259 case DEX:
256 stats->Dex=value; 260 stats->Dex = value;
257 break; 261 break;
258 case CON: 262 case CON:
259 stats->Con=value; 263 stats->Con = value;
260 break; 264 break;
261 case WIS: 265 case WIS:
262 stats->Wis=value; 266 stats->Wis = value;
263 break; 267 break;
264 case POW: 268 case POW:
265 stats->Pow=value; 269 stats->Pow = value;
266 break; 270 break;
267 case CHA: 271 case CHA:
268 stats->Cha=value; 272 stats->Cha = value;
269 break; 273 break;
270 case INT: 274 case INT:
271 stats->Int=value; 275 stats->Int = value;
272 break; 276 break;
273 } 277 }
274} 278}
275 279
276/* 280/*
277 * Like set_attr_value(), but instead the value (which can be negative) 281 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 282 * is added to the specified stat.
279 */ 283 */
280 284
281void 285void
282change_attr_value(living *stats,int attr,sint8 value) { 286change_attr_value (living * stats, int attr, sint8 value)
287{
283 if (value==0) return; 288 if (value == 0)
289 return;
284 switch(attr) { 290 switch (attr)
291 {
285 case STR: 292 case STR:
286 stats->Str+=value; 293 stats->Str += value;
287 break; 294 break;
288 case DEX: 295 case DEX:
289 stats->Dex+=value; 296 stats->Dex += value;
290 break; 297 break;
291 case CON: 298 case CON:
292 stats->Con+=value; 299 stats->Con += value;
293 break; 300 break;
294 case WIS: 301 case WIS:
295 stats->Wis+=value; 302 stats->Wis += value;
296 break; 303 break;
297 case POW: 304 case POW:
298 stats->Pow+=value; 305 stats->Pow += value;
299 break; 306 break;
300 case CHA: 307 case CHA:
301 stats->Cha+=value; 308 stats->Cha += value;
302 break; 309 break;
303 case INT: 310 case INT:
304 stats->Int+=value; 311 stats->Int += value;
305 break; 312 break;
306 default: 313 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 315 }
309} 316}
310 317
311/* 318/*
312 * returns the specified stat. See also set_attr_value(). 319 * returns the specified stat. See also set_attr_value().
313 */ 320 */
314 321
315sint8 322sint8
316get_attr_value(const living *stats,int attr) { 323get_attr_value (const living * stats, int attr)
324{
317 switch(attr) { 325 switch (attr)
326 {
318 case STR: 327 case STR:
319 return(stats->Str); 328 return (stats->Str);
320 case DEX: 329 case DEX:
321 return(stats->Dex); 330 return (stats->Dex);
322 case CON: 331 case CON:
323 return(stats->Con); 332 return (stats->Con);
324 case WIS: 333 case WIS:
325 return(stats->Wis); 334 return (stats->Wis);
326 case CHA: 335 case CHA:
327 return(stats->Cha); 336 return (stats->Cha);
328 case INT: 337 case INT:
329 return(stats->Int); 338 return (stats->Int);
330 case POW: 339 case POW:
331 return(stats->Pow); 340 return (stats->Pow);
332 } 341 }
333 return 0; 342 return 0;
334} 343}
335 344
336/* 345/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 347 * 1-30 stat limit.
339 */ 348 */
340 349
350void
341void check_stat_bounds(living *stats) { 351check_stat_bounds (living * stats)
352{
342 int i,v; 353 int i, v;
354
343 for(i=0;i<NUM_STATS;i++) 355 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 356 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 357 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 358 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 359 set_attr_value (stats, i, MIN_STAT);
348} 360}
349 361
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 363
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 367 */
356#define DIFF_MSG(flag, msg1, msg2) \ 368#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 370
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 371/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372
360/* flag is set to 1 if we are applying the object, -1 if we are removing 373/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 374 * the object.
362 * It is the calling functions responsibilty to check to see if the object 375 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 376 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 377 * 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 379 * 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 380 * 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 381 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 382 * that gives them that ability.
370 */ 383 */
384int
371int change_abil(object *op, object *tmp) { 385change_abil (object *op, object *tmp)
386{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 388 char message[MAX_BUF];
374 int potion_max=0; 389 int potion_max = 0;
375 390
376 /* remember what object was like before it was changed. note that 391 /* 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 392 * 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 393 * found by fix_player. refop is not a real object
379 */ 394 */
380 object_pod refop; 395 object_pod refop = *op;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 396
383 if(op->type==PLAYER) { 397 if (op->type == PLAYER)
398 {
384 if (tmp->type==POTION) { 399 if (tmp->type == POTION)
400 {
385 potion_max=1; 401 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 402 for (j = 0; j < NUM_STATS; j++)
403 {
387 int nstat, ostat; 404 int nstat, ostat;
388 405
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 406 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 407 i = get_attr_value (&(tmp->stats), j);
391 408
392 /* nstat is what the stat will be after use of the potion */ 409 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 410 nstat = flag * i + ostat;
394 411
395 /* Do some bounds checking. While I don't think any 412 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 413 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 414 * that adjust that stat by more than one point, so we need
398 * to allow for that. 415 * to allow for that.
399 */ 416 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 417 if (nstat < 1 && i * flag < 0)
418 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
420 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 422 }
404 if (nstat != ostat) { 423 if (nstat != ostat)
424 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 425 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 426 potion_max = 0;
407 } 427 }
408 else if (i) { 428 else if (i)
429 {
409 /* potion is useless - player has already hit the natural maximum */ 430 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 431 potion_max = 1;
411 } 432 }
412 } 433 }
413 /* This section of code ups the characters normal stats also. I am not 434 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 435 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 436 * recalculates this anyway.
416 */ 437 */
417 for(j=0;j<NUM_STATS;j++) 438 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 440 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 441 } /* end of potion handling code */
421 } 442 }
422 443
423 /* reset attributes that fix_player doesn't reset since it doesn't search 444 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 445 * everything to set
425 */ 446 */
426 if(flag == -1) { 447 if (flag == -1)
448 {
427 op->attacktype&=~tmp->attacktype; 449 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 450 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 451 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 452 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 453 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 454 * and not the other move_ fields.
433 */ 455 */
434 op->move_type &= ~tmp->move_type; 456 op->move_type &= ~tmp->move_type;
435 } 457 }
436 458
437 /* call fix_player since op object could have whatever attribute due 459 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 460 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 461 * change_ability then might as well call it from here
440 */ 462 */
441 fix_player(op); 463 fix_player (op);
442 464
443 /* Fix player won't add the bows ability to the player, so don't 465 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 466 * print out message if this is a bow.
445 */ 467 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 {
447 success=1; 470 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 472 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
474 {
452 success=1; 475 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 477 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
479 {
457 success=1; 480 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 482 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
484 {
462 success=1; 485 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 487 }
466 /* movement type has changed. We don't care about cases where 488 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 489 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 490 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 491 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 492 * from fly high)
471 */ 493 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 494 if (tmp->move_type && op->move_type != refop.move_type)
495 {
473 success=1; 496 success = 1;
474 497
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 498 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 499 * status doesn't make a difference if you are flying high
477 */ 500 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 501 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 503 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 504 }
481 505
482 if (tmp->move_type & MOVE_FLY_HIGH) { 506 if (tmp->move_type & MOVE_FLY_HIGH)
507 {
483 /* double conditional - second case covers if you have move_fly_low - 508 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 509 * in that case, you don't actually land
485 */ 510 */
486 DIFF_MSG(flag, "You soar into the air air!.", 511 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 513 }
490 if (tmp->move_type & MOVE_SWIM) 514 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 516
493 /* Changing move status may mean you are affected by things you weren't before */ 517 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 518 check_move_on (op, op);
495 } 519 }
496 520
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 521 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 522 * originally undead may change their status
499 */ 523 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
526 {
502 success=1; 527 success = 1;
503 if(flag>0) { 528 if (flag > 0)
529 {
504 op->race = "undead"; 530 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 }
506 } else { 533 else
534 {
507 op->race = op->arch->clone.race; 535 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 }
538 }
539
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
541 {
542 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
546 {
547 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 }
550 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision
552 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND))
554 {
555 success = 1;
556 if (flag > 0)
557 {
558 if (QUERY_FLAG (op, FLAG_WIZ))
559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560 else
561 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND);
564 if (op->type == PLAYER)
565 op->contr->do_los = 1;
509 } 566 }
510 } 567 }
511 568 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 569 {
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 570 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 572 else
573 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 575 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 576 if (op->type == PLAYER)
532 op->contr->do_los=1; 577 op->contr->do_los = 1;
533 } 578 }
534 } else { 579 }
580 }
581
582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
583 {
584 success = 1;
585 if (op->type == PLAYER)
586 op->contr->do_los = 1;
587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 }
589
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
591 {
592 success = 1;
593 if (flag > 0)
594 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 595 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 597 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 598 {
539 CLEAR_FLAG(op,FLAG_BLIND); 599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 600 if (op->type == PLAYER)
541 op->contr->do_los=1; 601 op->contr->do_los = 1;
542 } 602 }
543 } 603 }
544 } 604 else
545 605 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 606 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 608 else
609 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 611 if (op->type == PLAYER)
561 op->contr->do_los=1; 612 op->contr->do_los = 1;
562 } 613 }
563 } else { 614 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 615 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 616
617 if (tmp->stats.luck)
618 {
619 success = 1;
620 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
621 }
622
623 if (tmp->stats.hp && op->type == PLAYER)
624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
627 }
628
629 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
633 }
634
635 /* for the future when artifacts set this -b.t. */
636 if (tmp->stats.grace && op->type == PLAYER)
637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
640 }
641
642 if (tmp->stats.food && op->type == PLAYER)
643 {
644 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 }
647
648 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++)
650 {
651 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */
653
654 if (op->resist[i] != refop.resist[i])
655 {
656 success = 1;
657 if (op->resist[i] > refop.resist[i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 659 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 661
569 op->contr->do_los=1; 662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 }
664 }
665
666 if (tmp->type != EXPERIENCE && !potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++)
669 {
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 {
672 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 674 }
571 } 675 }
572 } 676 }
573
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 if (op->resist[i] != refop.resist[i]) {
609 success=1;
610 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.",
612 change_resist_msg[i], op->resist[i]);
613 else
614 sprintf(message, "Your resistance to %s drops to %d%%.",
615 change_resist_msg[i], op->resist[i]);
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626 }
627 }
628 }
629 return success; 677 return success;
630} 678}
631 679
632/* 680/*
633 * Stat draining by Vick 930307 681 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 682 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 683 */
636 684
685void
637void drain_stat(object *op) { 686drain_stat (object *op)
687{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 688 drain_specific_stat (op, RANDOM () % NUM_STATS);
639} 689}
640 690
691void
641void drain_specific_stat(object *op, int deplete_stats) { 692drain_specific_stat (object *op, int deplete_stats)
693{
642 object *tmp; 694 object *tmp;
643 archetype *at; 695 archetype *at;
644 696
645 at = find_archetype(ARCH_DEPLETION); 697 at = find_archetype (ARCH_DEPLETION);
646 if (!at) { 698 if (!at)
699 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 700 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 701 return;
702 }
649 } else { 703 else
704 {
650 tmp = present_arch_in_ob(at, op); 705 tmp = present_arch_in_ob (at, op);
651 if (!tmp) { 706 if (!tmp)
707 {
652 tmp = arch_to_object(at); 708 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 709 tmp = insert_ob_in_ob (tmp, op);
654 SET_FLAG(tmp,FLAG_APPLIED); 710 SET_FLAG (tmp, FLAG_APPLIED);
655 } 711 }
656 } 712 }
657 713
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 715 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 716 fix_player (op);
661} 717}
662 718
663/* 719/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 720 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 721 * via an applied bad_luck object.
666 */ 722 */
667 723
724void
668void change_luck(object *op, int value) { 725change_luck (object *op, int value)
726{
669 object *tmp; 727 object *tmp;
670 archetype *at; 728 archetype *at;
671 int new_luck; 729 int new_luck;
672 730
673 at = find_archetype("luck"); 731 at = find_archetype ("luck");
674 if (!at) 732 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 733 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 734 else
735 {
677 tmp = present_arch_in_ob(at, op); 736 tmp = present_arch_in_ob (at, op);
678 if (!tmp) { 737 if (!tmp)
738 {
739 if (!value)
740 return;
741 tmp = arch_to_object (at);
742 tmp = insert_ob_in_ob (tmp, op);
743 SET_FLAG (tmp, FLAG_APPLIED);
744 }
679 if (!value) 745 if (value)
680 return; 746 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 747 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 748 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 749 * in op itself).
689 */ 750 */
690 new_luck = tmp->stats.luck+value; 751 new_luck = tmp->stats.luck + value;
691 if (new_luck >= -100 && new_luck <= 100) { 752 if (new_luck >= -100 && new_luck <= 100)
753 {
692 op->stats.luck+=value; 754 op->stats.luck += value;
693 tmp->stats.luck = new_luck; 755 tmp->stats.luck = new_luck;
756 }
694 } 757 }
695 } else { 758 else
759 {
696 if (!tmp->stats.luck) { 760 if (!tmp->stats.luck)
761 {
697 return; 762 return;
698 } 763 }
699 /* Randomly change the players luck. Basically, we move it 764 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 765 * back neutral (if greater>0, subtract, otherwise add)
701 */ 766 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
768 {
703 int diff = tmp->stats.luck>0?-1:1; 769 int diff = tmp->stats.luck > 0 ? -1 : 1;
770
704 op->stats.luck += diff; 771 op->stats.luck += diff;
705 tmp->stats.luck += diff; 772 tmp->stats.luck += diff;
773 }
706 } 774 }
707 }
708 } 775 }
709} 776}
710 777
711/* 778/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 779 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 780 */
714 781
782void
715void remove_statbonus(object *op) { 783remove_statbonus (object *op)
784{
716 op->stats.Str -= op->arch->clone.stats.Str; 785 op->stats.Str -= op->arch->clone.stats.Str;
717 op->stats.Dex -= op->arch->clone.stats.Dex; 786 op->stats.Dex -= op->arch->clone.stats.Dex;
718 op->stats.Con -= op->arch->clone.stats.Con; 787 op->stats.Con -= op->arch->clone.stats.Con;
719 op->stats.Wis -= op->arch->clone.stats.Wis; 788 op->stats.Wis -= op->arch->clone.stats.Wis;
720 op->stats.Pow -= op->arch->clone.stats.Pow; 789 op->stats.Pow -= op->arch->clone.stats.Pow;
731 800
732/* 801/*
733 * Adds stat-bonuses given by the class which the player has chosen. 802 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 803 */
735 804
805void
736void add_statbonus(object *op) { 806add_statbonus (object *op)
807{
737 op->stats.Str += op->arch->clone.stats.Str; 808 op->stats.Str += op->arch->clone.stats.Str;
738 op->stats.Dex += op->arch->clone.stats.Dex; 809 op->stats.Dex += op->arch->clone.stats.Dex;
739 op->stats.Con += op->arch->clone.stats.Con; 810 op->stats.Con += op->arch->clone.stats.Con;
740 op->stats.Wis += op->arch->clone.stats.Wis; 811 op->stats.Wis += op->arch->clone.stats.Wis;
741 op->stats.Pow += op->arch->clone.stats.Pow; 812 op->stats.Pow += op->arch->clone.stats.Pow;
755 * of the given object. Note: This function works for both monsters 826 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 827 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 828 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 829 * and then adjusts them according to what the player has equipped.
759 */ 830 */
831
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 832/* July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 833 spell system split, grace points now added to system --peterm
762 */ 834 */
763 835
836void
764void fix_player(object *op) { 837fix_player (object *op)
838{
765 int i,j; 839 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 841 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
771 845
772 /* First task is to clear all the values back to their original values */ 846 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 847 if (op->type == PLAYER)
848 {
774 for(i=0;i<NUM_STATS;i++) { 849 for (i = 0; i < NUM_STATS; i++)
850 {
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
776 } 852 }
777 if (settings.spell_encumbrance == TRUE) 853 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 854 op->contr->encumbrance = 0;
779 855
780 op->attacktype=0; 856 op->attacktype = 0;
781 op->contr->digestion = 0; 857 op->contr->digestion = 0;
782 op->contr->gen_hp = 0; 858 op->contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 859 op->contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 860 op->contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 861 op->contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 862 op->contr->item_power = 0;
787 863
788 /* Don't clobber all the range_ values. range_golem otherwise 864 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset 865 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below 866 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped. 867 * well get filled in based on what the player has equipped.
792 */ 868 */
793 op->contr->ranges[range_bow] = NULL; 869 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL; 870 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL; 871 op->contr->ranges[range_skill] = NULL;
796 } 872 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
798 874
799 op->slaying = 0; 875 op->slaying = 0;
800 876
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 877 if (!QUERY_FLAG (op, FLAG_WIZ))
878 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 879 CLEAR_FLAG (op, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 880 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
804 } 881 }
805 882
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 883 CLEAR_FLAG (op, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 884 CLEAR_FLAG (op, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 885 CLEAR_FLAG (op, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL); 887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD); 891 CLEAR_FLAG (op, FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
817 894
818 op->path_attuned=op->arch->clone.path_attuned; 895 op->path_attuned = op->arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 896 op->path_repelled = op->arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 897 op->path_denied = op->arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 898 op->glow_radius = op->arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 899 op->move_type = op->arch->clone.move_type;
823 op->chosen_skill = NULL; 900 op->chosen_skill = NULL;
824 901
825 /* initializing resistances from the values in player/monster's 902 /* initializing resistances from the values in player/monster's
826 * archetype clone 903 * archetype clone
827 */ 904 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
829 906
830 for (i=0;i<NROFATTACKS;i++) { 907 for (i = 0; i < NROFATTACKS; i++)
908 {
831 if (op->resist[i] > 0) 909 if (op->resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 910 prot[i] = op->resist[i], vuln[i] = 0;
833 else 911 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 912 vuln[i] = -(op->resist[i]), prot[i] = 0;
835 potion_resist[i]=0; 913 potion_resist[i] = 0;
836 } 914 }
837 915
838 wc=op->arch->clone.stats.wc; 916 wc = op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 917 op->stats.dam = op->arch->clone.stats.dam;
840 918
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 919 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 920 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 921 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 922 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 923 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 924 * that their protection from physical goes down
847 */ 925 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
927 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
851 } 930 }
852 else 931 else
853 ac=op->arch->clone.stats.ac; 932 ac = op->arch->clone.stats.ac;
854 933
855 op->stats.luck=op->arch->clone.stats.luck; 934 op->stats.luck = op->arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 935 op->speed = op->arch->clone.speed;
857 936
858 /* OK - we've reset most all the objects attributes to sane values. 937 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 938 * now go through and make adjustments for what the player has equipped.
860 */ 939 */
861 940
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
942 {
863 /* See note in map.c:update_position about making this additive 943 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 944 * since light sources are never applied, need to put check here.
865 */ 945 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
867 948
868 /* This happens because apply_potion calls change_abil with the potion 949 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 950 * applied so we can tell the player what chagned. But change_abil
870 * then calls this function. 951 * then calls this function.
871 */ 952 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
873 continue; 955 continue;
874 } 956 }
875 957
876 /* For some things, we don't care what is equipped */ 958 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 959 if (tmp->type == SKILL)
960 {
878 /* Want to take the highest skill here. */ 961 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 962 if (IS_MANA_SKILL (tmp->subtype))
963 {
880 if (!mana_obj) mana_obj=tmp; 964 if (!mana_obj)
965 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 966 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp;
882 } 968 }
883 if (IS_GRACE_SKILL(tmp->subtype)) { 969 if (IS_GRACE_SKILL (tmp->subtype))
970 {
884 if (!grace_obj) grace_obj=tmp; 971 if (!grace_obj)
972 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 973 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp;
886 } 975 }
887 } 976 }
888 977
889 /* Container objects are not meant to adjust a players, but other applied 978 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 979 * objects need to make adjustments.
891 * This block should handle all player specific changes 980 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 981 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 982 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 983 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 984 * because the skill shouldn't count against body positions being used
896 * up, etc. 985 * up, etc.
897 */ 986 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 {
900 if(op->type==PLAYER) { 990 if (op->type == PLAYER)
991 {
901 if (tmp->type == BOW) 992 if (tmp->type == BOW)
902 op->contr->ranges[range_bow] = tmp; 993 op->contr->ranges[range_bow] = tmp;
903 994
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
905 op->contr->ranges[range_misc] = tmp; 996 op->contr->ranges[range_misc] = tmp;
906 997
907 for(i=0;i<NUM_STATS;i++) 998 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
909 1000
910 /* these are the items that currently can change digestion, regeneration, 1001 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 1003 * list, but other items store other info into stats array.
913 */ 1004 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1011 {
921 (tmp->type == SKILL)) {
922 op->contr->digestion += tmp->stats.food; 1012 op->contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 1013 op->contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 1014 op->contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 1015 op->contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1016 op->contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 1017 op->contr->item_power += tmp->item_power;
928 } 1018 }
929 } /* if this is a player */ 1019 } /* if this is a player */
930 1020
931 /* Update slots used for items */ 1021 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1022 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i]; 1025 op->body_used[i] += tmp->body_info[i];
935 } 1026 }
936 1027
937 if(tmp->type==SYMPTOM) { 1028 if (tmp->type == SYMPTOM)
1029 {
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1;
940 } 1033 }
941 1034
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 1036 * (Negative protections are calculated extactly like positive.)
944 * Resistance from potions are treated special as well. If there's 1037 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 1038 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1039 */
947 if (tmp->type != POTION) { 1040 if (tmp->type != POTION)
1041 {
948 for (i=0; i<NROFATTACKS; i++) { 1042 for (i = 0; i < NROFATTACKS; i++)
1043 {
949 /* Potential for cursed potions, in which case we just can use 1044 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 1045 * a straight MAX, as potion_resist is initialized to zero.
951 */ 1046 */
952 if (tmp->type==POTION_EFFECT) { 1047 if (tmp->type == POTION_EFFECT)
1048 {
953 if (potion_resist[i]) 1049 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 1051 else
956 potion_resist[i] = tmp->resist[i]; 1052 potion_resist[i] = tmp->resist[i];
957 } 1053 }
958 else if (tmp->resist[i] > 0) 1054 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 1056 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
962 } 1058 }
963 } 1059 }
964 1060
965 /* There may be other things that should not adjust the attacktype */ 1061 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype; 1063 op->attacktype |= tmp->attacktype;
968 1064
969 op->path_attuned|=tmp->path_attuned; 1065 op->path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 1066 op->path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 1067 op->path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck; 1068 op->stats.luck += tmp->stats.luck;
973 op->move_type |= tmp->move_type; 1069 op->move_type |= tmp->move_type;
974 1070
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1072 SET_FLAG (op, FLAG_LIFESAVE);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1074 SET_FLAG (op, FLAG_REFL_SPELL);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1076 SET_FLAG (op, FLAG_REFL_MISSILE);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
982 1085
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD); 1087 SET_FLAG (op, FLAG_UNDEAD);
985 1088
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 {
987 SET_FLAG(op,FLAG_MAKE_INVIS); 1091 SET_FLAG (op, FLAG_MAKE_INVIS);
988 op->invisible=1; 1092 op->invisible = 1;
989 } 1093 }
990 1094
991 if(tmp->stats.exp && tmp->type!=SKILL) { 1095 if (tmp->stats.exp && tmp->type != SKILL)
1096 {
992 if(tmp->stats.exp > 0) { 1097 if (tmp->stats.exp > 0)
1098 {
993 added_speed+=(float)tmp->stats.exp/3.0; 1099 added_speed += (float) tmp->stats.exp / 3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1101 }
995 } else 1102 else
996 added_speed+=(float)tmp->stats.exp; 1103 added_speed += (float) tmp->stats.exp;
997 } 1104 }
998 1105
999 switch(tmp->type) { 1106 switch (tmp->type)
1107 {
1000 /* skills modifying the character -b.t. */ 1108 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1109 /* for all skills and skill granting objects */
1002 case SKILL: 1110 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1112 break;
1004 1113
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1006 1116
1007 if (op->chosen_skill) { 1117 if (op->chosen_skill)
1118 {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 } 1120 }
1010 op->chosen_skill = tmp; 1121 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1122 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp); 1125 weapon_speed = (int) WEAPON_SPEED (tmp);
1126 if (weapon_speed < 0)
1014 if(weapon_speed<0) weapon_speed = 0; 1127 weapon_speed = 0;
1015 weapon_weight=tmp->weight; 1128 weapon_weight = tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1130 if (tmp->magic)
1017 if(tmp->magic) op->stats.dam += tmp->magic; 1131 op->stats.dam += tmp->magic;
1018 } 1132 }
1019 if(tmp->stats.wc) 1133 if (tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic); 1134 wc -= (tmp->stats.wc + tmp->magic);
1021 1135
1022 if (tmp->slaying!=NULL) 1136 if (tmp->slaying != NULL)
1023 op->slaying = tmp->slaying; 1137 op->slaying = tmp->slaying;
1024 1138
1025 if(tmp->stats.ac) 1139 if (tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic); 1140 ac -= (tmp->stats.ac + tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1029 if (op->type == PLAYER) 1144 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op; 1145 op->contr->ranges[range_skill] = op;
1031 break; 1146 break;
1032 1147
1033 case SKILL_TOOL: 1148 case SKILL_TOOL:
1034 if (op->chosen_skill) { 1149 if (op->chosen_skill)
1150 {
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 } 1152 }
1037 op->chosen_skill = tmp; 1153 op->chosen_skill = tmp;
1038 if (op->type == PLAYER) 1154 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op; 1155 op->contr->ranges[range_skill] = op;
1040 break; 1156 break;
1041 1157
1042 case SHIELD: 1158 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000; 1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1045 case RING: 1161 case RING:
1046 case AMULET: 1162 case AMULET:
1047 case GIRDLE: 1163 case GIRDLE:
1048 case HELMET: 1164 case HELMET:
1049 case BOOTS: 1165 case BOOTS:
1050 case GLOVES: 1166 case GLOVES:
1051 case CLOAK: 1167 case CLOAK:
1052 if(tmp->stats.wc) 1168 if (tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic); 1169 wc -= (tmp->stats.wc + tmp->magic);
1054 if(tmp->stats.dam) 1170 if (tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1056 if(tmp->stats.ac) 1172 if (tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic); 1173 ac -= (tmp->stats.ac + tmp->magic);
1058 break; 1174 break;
1059 1175
1060 case WEAPON: 1176 case WEAPON:
1061 wc-=(tmp->stats.wc+tmp->magic); 1177 wc -= (tmp->stats.wc + tmp->magic);
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1063 ac-=tmp->stats.ac+tmp->magic; 1179 ac -= tmp->stats.ac + tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1180 op->stats.dam += (tmp->stats.dam + tmp->magic);
1065 weapon_weight=tmp->weight; 1181 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1067 if(weapon_speed<0) weapon_speed=0; 1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1068 op->slaying = tmp->slaying; 1185 op->slaying = tmp->slaying;
1069 /* If there is desire that two handed weapons should do 1186 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1187 * extra strength damage, this is where the code should
1071 * go. 1188 * go.
1072 */ 1189 */
1073 op->current_weapon = tmp; 1190 op->current_weapon = tmp;
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1193
1076 break; 1194 break;
1077 1195
1078 case ARMOUR: /* Only the best of these three are used: */ 1196 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000; 1198 op->contr->encumbrance += (int) tmp->weight / 1000;
1081 1199
1082 case BRACERS: 1200 case BRACERS:
1083 case FORCE: 1201 case FORCE:
1084 if(tmp->stats.wc) { 1202 if (tmp->stats.wc)
1203 {
1085 if(best_wc<tmp->stats.wc+tmp->magic) { 1204 if (best_wc < tmp->stats.wc + tmp->magic)
1205 {
1086 wc+=best_wc; 1206 wc += best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic; 1207 best_wc = tmp->stats.wc + tmp->magic;
1208 }
1088 } else 1209 else
1089 wc+=tmp->stats.wc+tmp->magic; 1210 wc += tmp->stats.wc + tmp->magic;
1090 } 1211 }
1091 if(tmp->stats.ac) { 1212 if (tmp->stats.ac)
1213 {
1092 if(best_ac<tmp->stats.ac+tmp->magic) { 1214 if (best_ac < tmp->stats.ac + tmp->magic)
1215 {
1093 ac+=best_ac; /* Remove last bonus */ 1216 ac += best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic; 1217 best_ac = tmp->stats.ac + tmp->magic;
1095 } 1218 }
1096 else /* To nullify the below effect */ 1219 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic; 1220 ac += tmp->stats.ac + tmp->magic;
1098 } 1221 }
1222 if (tmp->stats.wc)
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1223 wc -= (tmp->stats.wc + tmp->magic);
1224 if (tmp->stats.ac)
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1225 ac -= (tmp->stats.ac + tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1102 max=ARMOUR_SPEED(tmp)/10.0; 1227 max = ARMOUR_SPEED (tmp) / 10.0;
1103 break; 1228 break;
1104 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1105 } /* item is equipped */ 1230 } /* item is equipped */
1106 } /* for loop of items */ 1231 } /* for loop of items */
1107 1232
1108 /* We've gone through all the objects the player has equipped. For many things, we 1233 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1234 * have generated intermediate values which we now need to assign.
1110 */ 1235 */
1111 1236
1112 /* 'total resistance = total protections - total vulnerabilities'. 1237 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1238 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1239 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1242 */
1118 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1119 op->resist[i] = prot[i] - vuln[i]; 1245 op->resist[i] = prot[i] - vuln[i];
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1247 op->resist[i] = potion_resist[i];
1123 } 1248 }
1124 1249
1125 /* Figure out the players sp/mana/hp totals. */ 1250 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1251 if (op->type == PLAYER)
1252 {
1127 int pl_level; 1253 int pl_level;
1128 1254
1129 check_stat_bounds(&(op->stats)); 1255 check_stat_bounds (&(op->stats));
1130 pl_level=op->level; 1256 pl_level = op->level;
1131 1257
1258 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1260
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1261 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1263 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1265 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1267 if (i % 2 && con_bonus[op->stats.Con] % 2)
1268 {
1140 if (con_bonus[op->stats.Con]>0) 1269 if (con_bonus[op->stats.Con] > 0)
1141 j++; 1270 j++;
1142 else 1271 else
1143 j--; 1272 j--;
1144 } 1273 }
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1275 }
1147 1276
1148 for(i=11;i<=op->level;i++) 1277 for (i = 11; i <= op->level; i++)
1149 op->stats.maxhp+=2; 1278 op->stats.maxhp += 2;
1150 1279
1151 if(op->stats.hp>op->stats.maxhp) 1280 if (op->stats.hp > op->stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1281 op->stats.hp = op->stats.maxhp;
1153 1282
1154 /* Sp gain is controlled by the level of the player's 1283 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1284 * relevant experience object (mana_obj, see above)
1156 */ 1285 */
1157 /* following happen when skills system is not used */ 1286 /* following happen when skills system is not used */
1287 if (!mana_obj)
1158 if(!mana_obj) mana_obj = op; 1288 mana_obj = op;
1289 if (!grace_obj)
1159 if(!grace_obj) grace_obj = op; 1290 grace_obj = op;
1160 /* set maxsp */ 1291 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1293 mana_obj = op;
1162 1294
1163 if (mana_obj == op && op->type == PLAYER) { 1295 if (mana_obj == op && op->type == PLAYER)
1296 {
1164 op->stats.maxsp = 1; 1297 op->stats.maxsp = 1;
1298 }
1165 } else { 1299 else
1300 {
1166 sp_tmp=0.0; 1301 sp_tmp = 0.0;
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1302 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1303 {
1168 float stmp; 1304 float stmp;
1169 1305
1170 /* Got some extra bonus at first level */ 1306 /* Got some extra bonus at first level */
1171 if(i<2) { 1307 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1308 {
1175 stmp=(float)op->contr->levsp[i] 1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 } 1310 }
1311 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1314 }
1179 if (stmp<1.0) stmp=1.0; 1315 if (stmp < 1.0)
1316 stmp = 1.0;
1180 sp_tmp+=stmp; 1317 sp_tmp += stmp;
1181 } 1318 }
1182 op->stats.maxsp=(int)sp_tmp; 1319 op->stats.maxsp = (int) sp_tmp;
1183 1320
1184 for(i=11;i<=mana_obj->level;i++) 1321 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1322 op->stats.maxsp += 2;
1186 } 1323 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1324 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1325 if (op->stats.sp > op->stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1326 op->stats.sp = op->stats.maxsp * 2;
1190 1327
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1330 grace_obj = op;
1193 1331
1194 if (grace_obj == op && op->type == PLAYER) { 1332 if (grace_obj == op && op->type == PLAYER)
1333 {
1195 op->stats.maxgrace = 1; 1334 op->stats.maxgrace = 1;
1335 }
1196 } else { 1336 else
1337 {
1197 /* store grace in a float - this way, the divisions below don't create 1338 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then 1339 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next 1340 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1341 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1342 */
1202 sp_tmp=0.0; 1343 sp_tmp = 0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1345 {
1204 float grace_tmp=0.0; 1346 float grace_tmp = 0.0;
1205 1347
1206 /* Got some extra bonus at first level */ 1348 /* Got some extra bonus at first level */
1207 if(i<2) { 1349 if (i < 2)
1350 {
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1210 } else {
1211 grace_tmp=(float)op->contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] +
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214 } 1353 }
1354 else
1355 {
1356 grace_tmp = (float) op->contr->levgrace[i]
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1216 sp_tmp+=grace_tmp; 1361 sp_tmp += grace_tmp;
1217 } 1362 }
1218 op->stats.maxgrace=(int)sp_tmp; 1363 op->stats.maxgrace = (int) sp_tmp;
1219 1364
1220 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1367 op->stats.maxgrace += 2;
1223 } 1368 }
1224 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1225 1370
1226 if(op->contr->braced) { 1371 if (op->contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1372 {
1373 ac += 2;
1374 wc += 4;
1375 }
1230 else 1376 else
1231 ac-=dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[op->stats.Dex];
1232 1378
1233 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1381 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1383 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1384 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1385 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1243 */ 1389 */
1244 1390
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) { 1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1248 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--; 1397 if (!(i % 6))
1398 wc--;
1250 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1253 } 1402 }
1403 }
1254 } else 1404 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1405 wc -= (op->level + thaco_bonus[op->stats.Str]);
1256 1406
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1407 op->stats.dam += dam_bonus[op->stats.Str];
1258 1408
1259 if(op->stats.dam<1) 1409 if (op->stats.dam < 1)
1260 op->stats.dam=1; 1410 op->stats.dam = 1;
1261 1411
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1412 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1263 if (settings.search_items && op->contr->search_str[0]) 1413 if (settings.search_items && op->contr->search_str[0])
1264 op->speed -= 1; 1414 op->speed -= 1;
1265 if (op->attacktype==0) 1415 if (op->attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1416 op->attacktype = op->arch->clone.attacktype;
1267 1417
1268 } /* End if player */ 1418 } /* End if player */
1269 1419
1270 if(added_speed>=0) 1420 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1421 op->speed += added_speed / 10.0;
1272 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1423 op->speed /= (float) (1.0 - added_speed);
1274 1424
1275 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1276 if(op->speed>max) 1426 if (op->speed > max)
1277 op->speed=max; 1427 op->speed = max;
1278 1428
1279 if(op->type == PLAYER) { 1429 if (op->type == PLAYER)
1430 {
1280 /* 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)
1281 * or below (negative number) that the player is carrying. If above 1432 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1284 */ 1435 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1436 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1437 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1287 } 1439 }
1288 1440
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1290 1442
1291 /* 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
1292 * 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.
1293 */ 1445 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1446 op->speed = op->speed * speed_reduce_from_disease;
1295 1447
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1448 if (op->speed < 0.01 && op->type == PLAYER)
1449 op->speed = 0.01;
1297 1450
1298 if(op->type == PLAYER) { 1451 if (op->type == PLAYER)
1452 {
1299 float M,W,s,D,K,S,M2; 1453 float M, W, s, D, K, S, M2;
1300 1454
1301 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1305 */ 1459 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1460 M = (max_carry[op->stats.Str] - 121) / 121.0;
1307 M2=max_carry[op->stats.Str]/100.0; 1461 M2 = max_carry[op->stats.Str] / 100.0;
1308 W=weapon_weight/20000.0; 1462 W = weapon_weight / 20000.0;
1309 s=2-weapon_speed/10.0; 1463 s = 2 - weapon_speed / 10.0;
1310 D=(op->stats.Dex-14)/14.0; 1464 D = (op->stats.Dex - 14) / 14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1313 if(K<=0) K=0.01; 1467 if (K <= 0)
1468 K = 0.01;
1314 S=op->speed/(K*s); 1469 S = op->speed / (K * s);
1315 op->contr->weapon_sp=S; 1470 op->contr->weapon_sp = S;
1316 } 1471 }
1317 /* I want to limit the power of small monsters with big weapons: */ 1472 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3) 1474 op->stats.dam = op->arch->clone.stats.dam * 3;
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321 1475
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1476 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits, 1477 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1478 * so its value is the same.
1325 */ 1479 */
1326 if (wc>120) wc=120; 1480 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1328 op->stats.wc=wc; 1484 op->stats.wc = wc;
1329 1485
1330 if (ac>120) ac=120; 1486 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1332 op->stats.ac=ac; 1490 op->stats.ac = ac;
1333 1491
1334 /* if for some reason the creature doesn't have any move type, 1492 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1493 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1494 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1495 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1496 * one or the other.
1339 */ 1497 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1498 if (op->move_type == 0)
1499 op->move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK;
1342 1502
1343 update_ob_speed(op); 1503 update_ob_speed (op);
1344 1504
1345 /* It is quite possible that a player's spell costing might have changed, 1505 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1506 * so we will check that now.
1347 */ 1507 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1508 if (op->type == PLAYER)
1509 esrv_update_spells (op->contr);
1349} 1510}
1350 1511
1351/* 1512/*
1352 * Returns true if the given player is a legal class. 1513 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1514 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1515 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1516 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1517 * false otherwise.
1357 */ 1518 */
1358 1519
1520int
1359int allowed_class(const object *op) { 1521allowed_class (const object *op)
1522{
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1362 op->stats.Cha>0;
1363} 1525}
1364 1526
1365/* 1527/*
1366 * set the new dragon name after gaining levels or 1528 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1529 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1532 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1533 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1534 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1535 * Please, anyone, write support for 'ext_title'.
1374 */ 1536 */
1537void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1538set_dragon_name (object *pl, const object *abil, const object *skin)
1539{
1376 int atnr=-1; /* attacknumber of highest level */ 1540 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1541 int level = 0; /* highest level */
1378 int i; 1542 int i;
1379 1543
1380 /* Perhaps do something more clever? */ 1544 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1545 if (!abil || !skin)
1382 1546 return;
1547
1383 /* first, look for the highest level */ 1548 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1549 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1550 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1551 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1552 {
1387 level = abil->resist[i]; 1553 level = abil->resist[i];
1388 atnr = i; 1554 atnr = i;
1389 } 1555 }
1390 } 1556 }
1391 1557
1392 /* now if there are equals at highest level, pick the one with focus, 1558 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1559 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1561 atnr = abil->stats.exp;
1397 1562
1398 level = (int)(level/5.); 1563 level = (int) (level / 5.);
1399 1564
1400 /* now set the new title */ 1565 /* now set the new title */
1401 if (pl->contr != NULL) { 1566 if (pl->contr != NULL)
1567 {
1402 if(level == 0) 1568 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1570 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1572 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1574 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1410 else {
1411 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 else 1576 else
1577 {
1578 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1583 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1585 }
1419 } 1586 }
1420 1587
1421 strcpy(pl->contr->own_title, ""); 1588 strcpy (pl->contr->own_title, "");
1422} 1589}
1423 1590
1424/* 1591/*
1425 * This function is called when a dragon-player gains 1592 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1593 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1594 * or change the ability-focus.
1428 */ 1595 */
1596void
1429void dragon_level_gain(object *who) { 1597dragon_level_gain (object *who)
1598{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1599 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1600 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1601 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1602 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1603
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1604 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1606 {
1437 if (tmp->type == FORCE) { 1607 if (tmp->type == FORCE)
1608 {
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1439 abil = tmp; 1610 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1441 skin = tmp; 1612 skin = tmp;
1442 } 1613 }
1443 } 1614 }
1444 /* if the force is missing -> bail out */ 1615 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1616 if (abil == NULL)
1446 1617 return;
1618
1447 /* The ability_force keeps track of maximum level ever achieved. 1619 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1620 * New abilties can only be gained by surpassing this max level
1449 */ 1621 */
1450 if (who->level > abil->level) { 1622 if (who->level > abil->level)
1623 {
1451 /* increase our focused ability */ 1624 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1625 abil->resist[abil->stats.exp]++;
1453
1454 1626
1627
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1628 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1629 {
1456 /* time to hand out a new ability-gift */ 1630 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1631 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1632 }
1460 1633
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1634 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1635 {
1462 /* apply new ability focus */ 1636 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1637 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1639
1467 abil->stats.exp = abil->last_eat; 1640 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1641 abil->last_eat = 0;
1469 } 1642 }
1470 1643
1471 abil->level = who->level; 1644 abil->level = who->level;
1472 } 1645 }
1473 1646
1474 /* last but not least, set the new title for the dragon */ 1647 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1648 set_dragon_name (who, abil, skin);
1476} 1649}
1477 1650
1478/* Handy function - given the skill name skill_name, we find the skill 1651/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1652 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1653 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1654 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1655 * want to do something with it immediately.
1483 */ 1656 */
1657object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1658give_skill_by_name (object *op, const char *skill_name)
1485{ 1659{
1486 object *skill_obj; 1660 object *skill_obj;
1487 1661
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1663 if (!skill_obj)
1664 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1666 return NULL;
1492 } 1667 }
1493 /* clear the flag - exp goes into this bucket, but player 1668 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1669 * still doesn't know it.
1495 */ 1670 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1672 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1673 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1674 insert_ob_in_ob (skill_obj, op);
1500 if (op->contr) { 1675 if (op->contr)
1676 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1678 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1503 } 1679 }
1504 return skill_obj; 1680 return skill_obj;
1505} 1681}
1506 1682
1507 1683
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1684/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1685 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1686 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1687 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1688 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1689 * (eg, skill)
1514 */ 1690 */
1691void
1515void player_lvl_adj(object *who, object *op) { 1692player_lvl_adj (object *who, object *op)
1693{
1516 char buf[MAX_BUF]; 1694 char buf[MAX_BUF];
1517 1695
1518 if(!op) /* when rolling stats */ 1696 if (!op) /* when rolling stats */
1519 op = who; 1697 op = who;
1520 1698
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 {
1522 op->level++; 1701 op->level++;
1523 1702
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1704 dragon_level_gain (who);
1526 1705
1527 /* Only roll these if it is the player (who) that gained the level */ 1706 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1707 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1532 } 1712 }
1533 1713
1534 fix_player(who); 1714 fix_player (who);
1535 if(op->level>1) { 1715 if (op->level > 1)
1716 {
1536 if (op->type!=PLAYER) 1717 if (op->type != PLAYER)
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 else
1539 sprintf(buf,"You are now level %d.",op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 }
1542 player_lvl_adj(who,op); /* To increase more levels */
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1719 else
1720 sprintf (buf, "You are now level %d.", op->level);
1721 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 }
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 {
1728 op->level--;
1729 fix_player (who);
1730 if (op->type != PLAYER)
1549 } 1731 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1735 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1736 }
1552 /* check if the spell data has changed */ 1737 /* check if the spell data has changed */
1553 esrv_update_spells(who->contr); 1738 esrv_update_spells (who->contr);
1554} 1739}
1555 1740
1556/* 1741/*
1557 * Returns how much experience is needed for a player to become 1742 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1743 * the given level. level should really never exceed max_level
1559 */ 1744 */
1560 1745
1746sint64
1561sint64 level_exp(int level,double expmul) { 1747level_exp (int level, double expmul)
1748{
1562 if (level > settings.max_level) 1749 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1750 return (sint64) (expmul * levels[settings.max_level]);
1564 return (sint64) (expmul * levels[level]); 1751 return (sint64) (expmul * levels[level]);
1565} 1752}
1566 1753
1567/* 1754/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1755 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1756 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1757 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1758 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1759 * this can now work on a much larger set of objects.
1573 */ 1760 */
1761void
1574void calc_perm_exp(object *op) 1762calc_perm_exp (object *op)
1575{ 1763{
1576 int p_exp_min; 1764 int p_exp_min;
1577 1765
1578 /* Ensure that our permanent experience minimum is met. 1766 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1767 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1768 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1769 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1770
1583 if (op->perm_exp < p_exp_min) 1771 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1772 op->perm_exp = p_exp_min;
1585 1773
1586 /* Cap permanent experience. */ 1774 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1775 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1776 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1778 op->perm_exp = MAX_EXPERIENCE;
1591} 1779}
1592 1780
1593 1781
1594/* Add experience to a player - exp should only be positive. 1782/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1783 * Updates permanent exp for the skill we are adding to.
1597 * NULL, in which case exp increases the players general 1785 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1786 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1787 * flag is what to do if the player doesn't have the skill:
1600 */ 1788 */
1601 1789
1790static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1792{
1604 object *skill_obj = NULL; 1793 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1794 sint64 limit, exp_to_add;
1606 int i; 1795 int i;
1607 1796
1614 * chosen_skill. This means we don't need to search through 1803 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1804 * the players inventory.
1616 */ 1805 */
1617 if (skill_name) 1806 if (skill_name)
1618 { 1807 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1809 skill_obj = op->chosen_skill;
1622 else 1810 else
1623 { 1811 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1812 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1814 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1815 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1816 break;
1630 } 1817 }
1631 1818
1650 exp_to_add = exp; 1837 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1838 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1839 if (exp_to_add > limit)
1653 exp_to_add = limit; 1840 exp_to_add = limit;
1654 1841
1655 ADD_EXP (op->stats.exp, 1842 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1843 if (settings.permanent_exp_ratio)
1659 { 1844 {
1660 ADD_EXP (op->perm_exp, 1845 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1846 calc_perm_exp (op);
1664 } 1847 }
1665 1848
1666 player_lvl_adj (op, NULL); 1849 player_lvl_adj (op, NULL);
1667 } 1850 }
1674 exp_to_add = limit; 1857 exp_to_add = limit;
1675 1858
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1859 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1860 if (settings.permanent_exp_ratio)
1678 { 1861 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1862 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1863 calc_perm_exp (skill_obj);
1682 } 1864 }
1683 1865
1684 player_lvl_adj (op, skill_obj); 1866 player_lvl_adj (op, skill_obj);
1685 } 1867 }
1691 * adjustments based on permanent exp and the like. 1873 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1874 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1875 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1876 * amount that should get subtract from the player.
1695 */ 1877 */
1878sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1879check_exp_loss (const object *op, sint64 exp)
1697{ 1880{
1698 sint64 del_exp; 1881 sint64 del_exp;
1699 1882
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1883 if (exp > op->stats.exp)
1884 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1885 if (settings.permanent_exp_ratio)
1886 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1888 if (del_exp < 0)
1889 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1890 if (exp > del_exp)
1891 exp = del_exp;
1705 } 1892 }
1706 return exp; 1893 return exp;
1707} 1894}
1708 1895
1896sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1897check_exp_adjust (const object *op, sint64 exp)
1710{ 1898{
1899 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1900 return check_exp_loss (op, exp);
1901 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1903}
1714 1904
1715 1905
1716/* Subtracts experience from player. 1906/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1913 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1914 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1915 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1916 * a postive number.
1727 */ 1917 */
1918static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1919subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1920{
1730 float fraction = (float) exp/(float) op->stats.exp; 1921 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1922 object *tmp;
1732 sint64 del_exp; 1923 sint64 del_exp;
1733 1924
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1925 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1926 if (tmp->type == SKILL && tmp->stats.exp)
1927 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1929 {
1737 del_exp = check_exp_loss(tmp, exp); 1930 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1931 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1932 player_lvl_adj (op, tmp);
1933 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1934 else if (flag != SK_SUBTRACT_SKILL_EXP)
1935 {
1741 /* only want to process other skills if we are not trying 1936 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1937 * to match a specific skill.
1743 */ 1938 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1940 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1941 player_lvl_adj (op, tmp);
1747 } 1942 }
1748 } 1943 }
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1944 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 {
1750 del_exp = check_exp_loss(op, exp); 1946 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1947 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1948 player_lvl_adj (op, NULL);
1753 } 1949 }
1754} 1950}
1755 1951
1756 1952
1757 1953
1762 * it is assumed the caller has modified the exp as needed. 1958 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1959 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1960 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1961 * these last two values are only used for players.
1766 */ 1962 */
1767 1963
1964void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1965change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{
1769 1967
1770#ifdef EXP_DEBUG 1968#ifdef EXP_DEBUG
1771#ifndef WIN32 1969# ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); 1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1773#else 1971# else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1973# endif
1775#endif 1974#endif
1776#endif
1777 1975
1778 /* safety */ 1976 /* safety */
1779 if(!op) { 1977 if (!op)
1978 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1979 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1980 return;
1782 } 1981 }
1783 1982
1784 /* if no change in exp, just return - most of the below code 1983 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1984 * won't do anything if the value is 0 anyways.
1786 */ 1985 */
1787 if (exp == 0) return; 1986 if (exp == 0)
1987 return;
1788 1988
1789 /* Monsters are easy - we just adjust their exp - we 1989 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1990 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1991 * the exp they have - the monsters exp represents what its
1792 * worth. 1992 * worth.
1793 */ 1993 */
1794 if(op->type != PLAYER) { 1994 if (op->type != PLAYER)
1995 {
1795 /* Sanity check */ 1996 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1997 if (!QUERY_FLAG (op, FLAG_ALIVE))
1998 return;
1797 1999
1798 /* reset exp to max allowed value. We subtract from 2000 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2001 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 2002 * more than max exp, just return.
2003 */
2004 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2005 {
2006 exp = MAX_EXPERIENCE - op->stats.exp;
2007 if (exp < 0)
2008 return;
2009 }
2010
2011 op->stats.exp += exp;
2012 }
2013 else
2014 { /* Players only */
2015 if (exp > 0)
2016 add_player_exp (op, exp, skill_name, flag);
2017 else
2018 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that
2020 * along.
1801 */ 2021 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 2022 subtract_player_exp (op, FABS (exp), skill_name, flag);
1818 2023
1819 } 2024 }
1820} 2025}
1821 2026
1822/* Applies a death penalty experience, the size of this is defined by the 2027/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 2028 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 2029 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 2030 */
1826 2031
2032void
1827void apply_death_exp_penalty(object *op) { 2033apply_death_exp_penalty (object *op)
2034{
1828 object *tmp; 2035 object *tmp;
1829 sint64 loss; 2036 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 2039
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 2040 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 2041 if (tmp->type == SKILL && tmp->stats.exp)
2042 {
1835 2043
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2046
1839 /* With the revised exp system, you can get cases where 2047 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2048 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2049 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2050 * tables is a lot harder.
1843 */ 2051 */
1844 if (level_loss < 0) level_loss = 0; 2052 if (level_loss < 0)
2053 level_loss = 0;
1845 2054
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2056
1848 tmp->stats.exp -= loss; 2057 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2058 player_lvl_adj (op, tmp);
1850 } 2059 }
1851 2060
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2063 if (level_loss < 0)
2064 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2066
1857 op->stats.exp -= loss; 2067 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2068 player_lvl_adj (op, NULL);
1859} 2069}
1860 2070
1861/* This function takes an object (monster/player, op), and 2071/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2072 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2073 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2074 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2075 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2076 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2077 */
2078int
1868int did_make_save(const object *op, int level, int bonus) 2079did_make_save (const object *op, int level, int bonus)
1869{ 2080{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2081 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL;
1871 2083
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2085 return 0;
2086 return 1;
1875} 2087}
1876

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