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Comparing deliantra/server/common/living.C (file contents):
Revision 1.5 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.34 by root, Mon Feb 5 03:01:32 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.5 2006/09/03 00:18:40 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
387 int nstat, ostat; 388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 406 }
407
404 if (nstat != ostat) { 408 if (nstat != ostat)
409 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 411 potion_max = 0;
407 } 412 }
408 else if (i) { 413 else if (i)
414 {
409 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 416 potion_max = 1;
411 } 417 }
412 } 418 }
419
413 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 422 * recalculates this anyway.
416 */ 423 */
417 for(j=0;j<NUM_STATS;j++) 424 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
419 check_stat_bounds(&(op->stats)); 427 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 428 } /* end of potion handling code */
421 } 429 }
422 430
423 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 432 * everything to set
425 */ 433 */
426 if(flag == -1) { 434 if (flag == -1)
435 {
427 op->attacktype&=~tmp->attacktype; 436 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 437 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 438 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 439 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 440 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 441 * and not the other move_ fields.
433 */ 442 */
434 op->move_type &= ~tmp->move_type; 443 op->move_type &= ~tmp->move_type;
435 } 444 }
436 445
437 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
440 */ 449 */
441 fix_player(op); 450 op->update_stats ();
442 451
443 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 453 * print out message if this is a bow.
445 */ 454 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
447 success=1; 457 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 459 }
460
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
452 success=1; 463 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 465 }
466
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
457 success=1; 469 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 471 }
472
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
462 success=1; 475 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 477 }
478
466 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 483 * from fly high)
471 */ 484 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
473 success=1; 487 success = 1;
474 488
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 490 * status doesn't make a difference if you are flying high
477 */ 491 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 495 }
481 496
482 if (tmp->move_type & MOVE_FLY_HIGH) { 497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
483 /* double conditional - second case covers if you have move_fly_low - 499 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 500 * in that case, you don't actually land
485 */ 501 */
486 DIFF_MSG(flag, "You soar into the air air!.", 502 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 504 }
490 if (tmp->move_type & MOVE_SWIM) 505 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 507
493 /* Changing move status may mean you are affected by things you weren't before */ 508 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 509 check_move_on (op, op);
495 } 510 }
496 511
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 512 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 513 * originally undead may change their status
499 */ 514 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
502 success=1; 518 success = 1;
503 if(flag>0) { 519 if (flag > 0)
520 {
504 op->race = "undead"; 521 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
506 } else { 524 else
525 {
507 op->race = op->arch->clone.race; 526 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
509 } 559 }
510 } 560 }
511 561 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 562 {
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)) 563 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 565 else
566 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 568 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 569 if (op->type == PLAYER)
532 op->contr->do_los=1; 570 op->contr->do_los = 1;
533 } 571 }
534 } else { 572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 590 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 591 {
539 CLEAR_FLAG(op,FLAG_BLIND); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 593 if (op->type == PLAYER)
541 op->contr->do_los=1; 594 op->contr->do_los = 1;
542 } 595 }
543 } 596 }
544 } 597 else
545 598 {
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)) 599 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 601 else
602 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 604 if (op->type == PLAYER)
561 op->contr->do_los=1; 605 op->contr->do_los = 1;
562 } 606 }
563 } else { 607 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 608 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 652 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 654
569 op->contr->do_los=1; 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 667 }
571 } 668 }
572 } 669 }
573 670
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; 671 return success;
630} 672}
631 673
632/* 674/*
633 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 677 */
636 678
637void drain_stat(object *op) { 679void
680object::drain_stat ()
681{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
639} 683}
640 684
685void
641void drain_specific_stat(object *op, int deplete_stats) { 686object::drain_specific_stat (int deplete_stats)
687{
642 object *tmp; 688 object *tmp;
643 archetype *at; 689 archetype *at;
644 690
645 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 692 if (!at)
693 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 695 return;
696 }
649 } else { 697 else
698 {
650 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, this);
700
651 if (!tmp) { 701 if (!tmp)
702 {
652 tmp = arch_to_object(at); 703 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
655 } 706 }
656 } 707 }
657 708
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 711 update_stats ();
661} 712}
662 713
663/* 714/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 716 * via an applied bad_luck object.
666 */ 717 */
667 718void
668void change_luck(object *op, int value) { 719object::change_luck (int value)
669 object *tmp; 720{
670 archetype *at; 721 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 722 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 724 else
725 {
677 tmp = present_arch_in_ob(at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
678 if (!tmp) { 728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
679 if (!value) 738 if (value)
680 return; 739 {
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 740 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 742 * in op itself).
689 */ 743 */
690 new_luck = tmp->stats.luck+value; 744 int new_luck = tmp->stats.luck + value;
745
691 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
692 op->stats.luck+=value; 748 stats.luck += value;
693 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
694 } 751 }
695 } else { 752 else
753 {
696 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
697 return; 755 return;
698 } 756
699 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
701 */ 759 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
703 int diff = tmp->stats.luck>0?-1:1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
704 op->stats.luck += diff; 764 stats.luck += diff;
705 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
766 }
706 } 767 }
707 }
708 } 768 }
709} 769}
710 770
711/* 771/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 773 */
714 774void
715void remove_statbonus(object *op) { 775object::remove_statbonus ()
776{
716 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
717 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
718 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
719 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
720 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
722 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
730} 792}
731 793
732/* 794/*
733 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 796 */
735 797void
736void add_statbonus(object *op) { 798object::add_statbonus ()
799{
737 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
738 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
739 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
740 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
741 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
742 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
743 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
751} 815}
752 816
753/* 817/*
754 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
759 */ 823 */
824
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 825/* July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 826 spell system split, grace points now added to system --peterm
762 */ 827 */
763 828
764void fix_player(object *op) { 829void
830object::update_stats ()
831{
765 int i,j; 832 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 833 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; 834 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 float old_speed = speed;
771 839
772 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 841 if (type == PLAYER)
842 {
774 for(i=0;i<NUM_STATS;i++) { 843 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
776 } 845
777 if (settings.spell_encumbrance == TRUE) 846 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 847 contr->encumbrance = 0;
779 848
780 op->attacktype=0; 849 attacktype = 0;
781 op->contr->digestion = 0; 850 contr->digestion = 0;
782 op->contr->gen_hp = 0; 851 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 852 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 853 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 854 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 855 contr->item_power = 0;
787 856
788 /* Don't clobber all the range_ values. range_golem otherwise 857 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset 858 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below 859 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped. 860 * well get filled in based on what the player has equipped.
792 */ 861 */
793 op->contr->ranges[range_bow] = NULL; 862 contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL; 863 contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL; 864 contr->ranges[range_skill] = NULL;
796 } 865 }
866
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 867 memcpy (body_used, body_info, sizeof (body_info));
798 868
799 op->slaying = 0; 869 slaying = 0;
800 870
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 871 if (!QUERY_FLAG (this, FLAG_WIZ))
872 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 873 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 875 }
805 876
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 877 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 878 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 879 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 880
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885
818 op->path_attuned=op->arch->clone.path_attuned; 886 path_attuned = arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 887 path_repelled = arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 888 path_denied = arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 889 glow_radius = arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 890 move_type = arch->clone.move_type;
823 op->chosen_skill = NULL; 891 chosen_skill = NULL;
824 892
825 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
826 * archetype clone 894 * archetype clone
827 */ 895 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 896 memcpy (&resist, &arch->clone.resist, sizeof (resist));
829 897
830 for (i=0;i<NROFATTACKS;i++) { 898 for (i = 0; i < NROFATTACKS; i++)
899 {
831 if (op->resist[i] > 0) 900 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 901 prot[i] = resist[i], vuln[i] = 0;
833 else 902 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 903 vuln[i] = -(resist[i]), prot[i] = 0;
835 potion_resist[i]=0; 904 potion_resist[i] = 0;
836 } 905 }
837 906
838 wc=op->arch->clone.stats.wc; 907 wc = arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 908 stats.dam = arch->clone.stats.dam;
840 909
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 910 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 911 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 912 * 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, 913 * 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 914 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 915 * that their protection from physical goes down
847 */ 916 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 919 ac = MAX (-10, arch->clone.stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 921 }
852 else 922 else
853 ac=op->arch->clone.stats.ac; 923 ac = arch->clone.stats.ac;
854 924
855 op->stats.luck=op->arch->clone.stats.luck; 925 stats.luck = arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 926 speed = arch->clone.speed;
857 927
858 /* OK - we've reset most all the objects attributes to sane values. 928 /* 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. 929 * now go through and make adjustments for what the player has equipped.
860 */ 930 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 931 for (tmp = inv; tmp; tmp = tmp->below)
932 {
863 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
865 */ 935 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
867 938
868 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
870 * then calls this function. 941 * then calls this function.
871 */ 942 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 944 continue;
874 }
875 945
876 /* For some things, we don't care what is equipped */ 946 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 947 if (tmp->type == SKILL)
948 {
878 /* Want to take the highest skill here. */ 949 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 950 if (IS_MANA_SKILL (tmp->subtype))
951 {
880 if (!mana_obj) mana_obj=tmp; 952 if (!mana_obj)
953 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 954 else if (tmp->level > mana_obj->level)
955 mana_obj = tmp;
882 } 956 }
957
883 if (IS_GRACE_SKILL(tmp->subtype)) { 958 if (IS_GRACE_SKILL (tmp->subtype))
959 {
884 if (!grace_obj) grace_obj=tmp; 960 if (!grace_obj)
961 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 962 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp;
886 } 964 }
887 } 965 }
888 966
889 /* Container objects are not meant to adjust a players, but other applied 967 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 968 * objects need to make adjustments.
891 * This block should handle all player specific changes 969 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 970 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 971 * 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, 972 * 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 973 * because the skill shouldn't count against body positions being used
896 * up, etc. 974 * up, etc.
897 */ 975 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 {
900 if(op->type==PLAYER) { 979 if (type == PLAYER)
980 {
901 if (tmp->type == BOW) 981 if (tmp->type == BOW)
902 op->contr->ranges[range_bow] = tmp; 982 contr->ranges[range_bow] = tmp;
903 983
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
905 op->contr->ranges[range_misc] = tmp; 985 contr->ranges[range_misc] = tmp;
906 986
907 for(i=0;i<NUM_STATS;i++) 987 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
909 989
910 /* these are the items that currently can change digestion, regeneration, 990 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 991 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 992 * list, but other items store other info into stats array.
913 */ 993 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 994 if ((tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 996 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) { 1001 (tmp->type == SKILL))
1002 {
922 op->contr->digestion += tmp->stats.food; 1003 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 1004 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 1005 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 1006 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1007 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 1008 contr->item_power += tmp->item_power;
928 } 1009 }
929 } /* if this is a player */ 1010 } /* if this is a player */
930 1011
931 /* Update slots used for items */ 1012 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i]; 1015 body_used[i] += tmp->body_info[i];
1016
1017 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
935 } 1022 }
936 1023
937 if(tmp->type==SYMPTOM) {
938 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1028 */
947 if (tmp->type != POTION) { 1029 if (tmp->type != POTION)
1030 {
948 for (i=0; i<NROFATTACKS; i++) { 1031 for (i = 0; i < NROFATTACKS; i++)
1032 {
949 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
951 */ 1035 */
952 if (tmp->type==POTION_EFFECT) { 1036 if (tmp->type == POTION_EFFECT)
1037 {
953 if (potion_resist[i]) 1038 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 1040 else
956 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
957 } 1042 }
958 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 1047 }
963 } 1048 }
964 1049
965 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype; 1052 attacktype |= tmp->attacktype;
968 1053
969 op->path_attuned|=tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 1056 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
973 op->move_type |= tmp->move_type; 1058 move_type |= tmp->move_type;
974 1059
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
982 1067
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
985 1070
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
987 SET_FLAG(op,FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
988 op->invisible=1; 1074 invisible = 1;
989 } 1075 }
990 1076
991 if(tmp->stats.exp && tmp->type!=SKILL) { 1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
992 if(tmp->stats.exp > 0) { 1079 if (tmp->stats.exp > 0)
1080 {
993 added_speed+=(float)tmp->stats.exp/3.0; 1081 added_speed += (float) tmp->stats.exp / 3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1083 }
995 } else 1084 else
996 added_speed+=(float)tmp->stats.exp; 1085 added_speed += (float) tmp->stats.exp;
997 } 1086 }
998 1087
999 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
1000 /* skills modifying the character -b.t. */ 1090 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1091 /* for all skills and skill granting objects */
1002 case SKILL: 1092 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1004
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
1010 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic);
1021
1022 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
1025 if(tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break; 1094 break;
1032 1095
1033 case SKILL_TOOL: 1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1034 if (op->chosen_skill) { 1099 if (chosen_skill)
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036 } 1101
1037 op->chosen_skill = tmp; 1102 chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041 1103
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam) 1104 if (tmp->stats.dam > 0)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1105 { /* skill is a 'weapon' */
1056 if(tmp->stats.ac) 1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1057 ac-=(tmp->stats.ac+tmp->magic); 1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1058 break;
1059 1108
1060 case WEAPON: 1109 if (weapon_speed < 0)
1061 wc-=(tmp->stats.wc+tmp->magic); 1110 weapon_speed = 0;
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1111
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight; 1112 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1067 if(weapon_speed<0) weapon_speed=0;
1068 op->slaying = tmp->slaying;
1069 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should
1071 * go.
1072 */
1073 op->current_weapon = tmp;
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077 1114
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) { 1115 if (tmp->magic)
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic; 1116 stats.dam += tmp->magic;
1090 } 1117 }
1118
1119 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->slaying != NULL)
1123 slaying = tmp->slaying;
1124
1091 if(tmp->stats.ac) { 1125 if (tmp->stats.ac)
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic; 1126 ac -= (tmp->stats.ac + tmp->magic);
1098 } 1127
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1130
1102 max=ARMOUR_SPEED(tmp)/10.0; 1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1103 break; 1134 break;
1135
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break;
1145
1146 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000;
1149 case RING:
1150 case AMULET:
1151 case GIRDLE:
1152 case HELMET:
1153 case BOOTS:
1154 case GLOVES:
1155 case CLOAK:
1156 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1162 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic;
1172
1173 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1177 if (weapon_speed < 0)
1178 weapon_speed = 0;
1179
1180 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207
1208 if (tmp->stats.ac)
1209 {
1210 if (best_ac < tmp->stats.ac + tmp->magic)
1211 {
1212 ac += best_ac; /* Remove last bonus */
1213 best_ac = tmp->stats.ac + tmp->magic;
1214 }
1215 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic;
1217 }
1218
1219 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1222 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1228 break;
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 resist[i] = prot[i] - vuln[i];
1246
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1248 resist[i] = potion_resist[i];
1123 } 1249 }
1124 1250
1125 /* Figure out the players sp/mana/hp totals. */ 1251 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1252 if (type == PLAYER)
1253 {
1127 int pl_level; 1254 int pl_level;
1128 1255
1129 check_stat_bounds(&(op->stats)); 1256 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1257 pl_level = level;
1131 1258
1259 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1261
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1262 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1264 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1266 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1269 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1140 if (con_bonus[op->stats.Con]>0) 1271 if (con_bonus[stats.Con] > 0)
1141 j++; 1272 j++;
1142 else 1273 else
1143 j--; 1274 j--;
1144 } 1275 }
1276
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1278 }
1147 1279
1148 for(i=11;i<=op->level;i++) 1280 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1281 stats.maxhp += 2;
1150 1282
1151 if(op->stats.hp>op->stats.maxhp) 1283 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1284 stats.hp = stats.maxhp;
1153 1285
1154 /* Sp gain is controlled by the level of the player's 1286 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1287 * relevant experience object (mana_obj, see above)
1156 */ 1288 */
1157 /* following happen when skills system is not used */ 1289 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1290 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1291 mana_obj = this;
1292
1293 if (!grace_obj)
1294 grace_obj = this;
1295
1160 /* set maxsp */ 1296 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1298 mana_obj = this;
1162 1299
1163 if (mana_obj == op && op->type == PLAYER) { 1300 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1301 stats.maxsp = 1;
1165 } else { 1302 else
1303 {
1166 sp_tmp=0.0; 1304 sp_tmp = 0.0;
1305
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 {
1168 float stmp; 1308 float stmp;
1169 1309
1170 /* Got some extra bonus at first level */ 1310 /* Got some extra bonus at first level */
1171 if(i<2) { 1311 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1313 else
1175 stmp=(float)op->contr->levsp[i] 1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1315
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1180 sp_tmp+=stmp; 1319 sp_tmp += stmp;
1181 } 1320 }
1321
1182 op->stats.maxsp=(int)sp_tmp; 1322 stats.maxsp = (int) sp_tmp;
1183 1323
1184 for(i=11;i<=mana_obj->level;i++) 1324 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1325 stats.maxsp += 2;
1186 } 1326 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1327 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1328 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1329 stats.sp = stats.maxsp * 2;
1190 1330
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this;
1193 1334
1194 if (grace_obj == op && op->type == PLAYER) { 1335 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1336 stats.maxgrace = 1;
1196 } else { 1337 else
1338 {
1197 /* store grace in a float - this way, the divisions below don't create 1339 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then 1340 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next 1341 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1342 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1343 */
1202 sp_tmp=0.0; 1344 sp_tmp = 0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 {
1204 float grace_tmp=0.0; 1347 float grace_tmp = 0.0;
1205 1348
1206 /* Got some extra bonus at first level */ 1349 /* Got some extra bonus at first level */
1207 if(i<2) { 1350 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1210 } else { 1353 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1354 grace_tmp = (float) contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] + 1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1356
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1216 sp_tmp+=grace_tmp; 1360 sp_tmp += grace_tmp;
1217 } 1361 }
1362
1218 op->stats.maxgrace=(int)sp_tmp; 1363 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 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 (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[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 (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[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[stats.Str] >= 0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1253 } 1402 }
1403 }
1254 } else 1404 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1405 wc -= (level + thaco_bonus[stats.Str]);
1256 1406
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1407 stats.dam += dam_bonus[stats.Str];
1258 1408
1259 if(op->stats.dam<1) 1409 if (stats.dam < 1)
1260 op->stats.dam=1; 1410 stats.dam = 1;
1261 1411
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1263 if (settings.search_items && op->contr->search_str[0]) 1414 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1415 speed -= 1;
1416
1265 if (op->attacktype==0) 1417 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1418 attacktype = arch->clone.attacktype;
1267 1419
1268 } /* End if player */ 1420 } /* End if player */
1269 1421
1270 if(added_speed>=0) 1422 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1423 speed += added_speed / 10.0;
1272 else /* Something wrong here...: */ 1424 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1425 speed /= (float) (1.0 - added_speed);
1274 1426
1275 /* Max is determined by armour */ 1427 /* Max is determined by armour */
1276 if(op->speed>max) 1428 if (speed > max)
1277 op->speed=max; 1429 speed = max;
1278 1430
1279 if(op->type == PLAYER) { 1431 if (type == PLAYER)
1432 {
1280 /* f is a number the represents the number of kg above (positive num) 1433 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above 1434 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1435 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1436 * much above he is, and what is max carry is
1284 */ 1437 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1438 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1287 } 1441 }
1288 1442
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1290 1444
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1445 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1447 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1448 speed = speed * speed_reduce_from_disease;
1295 1449
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1450 if (speed < 0.01 && type == PLAYER)
1451 speed = 0.01;
1297 1452
1298 if(op->type == PLAYER) { 1453 if (type == PLAYER)
1454 {
1299 float M,W,s,D,K,S,M2; 1455 float M, W, s, D, K, S, M2;
1300 1456
1301 /* (This formula was made by vidarl@ifi.uio.no) 1457 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1458 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1459 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1460 * that would just be a real pain to read.
1305 */ 1461 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1462 M = (max_carry[stats.Str] - 121) / 121.0;
1307 M2=max_carry[op->stats.Str]/100.0; 1463 M2 = max_carry[stats.Str] / 100.0;
1308 W=weapon_weight/20000.0; 1464 W = weapon_weight / 20000.0;
1309 s=2-weapon_speed/10.0; 1465 s = 2 - weapon_speed / 10.0;
1310 D=(op->stats.Dex-14)/14.0; 1466 D = (stats.Dex - 14) / 14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1313 if(K<=0) K=0.01; 1469 if (K <= 0)
1470 K = 0.01;
1314 S=op->speed/(K*s); 1471 S = speed / (K * s);
1315 op->contr->weapon_sp=S; 1472 contr->weapon_sp = S;
1316 } 1473 }
1474
1317 /* I want to limit the power of small monsters with big weapons: */ 1475 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3; 1477 stats.dam = arch->clone.stats.dam * 3;
1321 1478
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1479 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits, 1480 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1481 * so its value is the same.
1325 */ 1482 */
1326 if (wc>120) wc=120; 1483 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1328 op->stats.wc=wc; 1488 stats.wc = wc;
1329 1489
1330 if (ac>120) ac=120; 1490 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1332 op->stats.ac=ac; 1495 stats.ac = ac;
1333 1496
1334 /* if for some reason the creature doesn't have any move type, 1497 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1498 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1499 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1500 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1501 * one or the other.
1339 */ 1502 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1503 if (move_type == 0)
1504 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK;
1342 1507
1343 update_ob_speed(op); 1508 if (speed != old_speed)
1509 set_speed (speed);
1344 1510
1345 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1512 * so we will check that now.
1347 */ 1513 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1517 esrv_update_spells (contr);
1518 }
1349} 1519}
1350 1520
1351/* 1521/*
1352 * Returns true if the given player is a legal class. 1522 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1523 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1524 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1525 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1526 * false otherwise.
1357 */ 1527 */
1358 1528int
1359int allowed_class(const object *op) { 1529allowed_class (const object *op)
1530{
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1362 op->stats.Cha>0;
1363} 1533}
1364 1534
1365/* 1535/*
1366 * set the new dragon name after gaining levels or 1536 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1537 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1540 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1541 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1542 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1543 * Please, anyone, write support for 'ext_title'.
1374 */ 1544 */
1545void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1546set_dragon_name (object *pl, const object *abil, const object *skin)
1547{
1376 int atnr=-1; /* attacknumber of highest level */ 1548 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1549 int level = 0; /* highest level */
1378 int i; 1550 int i;
1379 1551
1380 /* Perhaps do something more clever? */ 1552 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1553 if (!abil || !skin)
1382 1554 return;
1555
1383 /* first, look for the highest level */ 1556 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1557 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1558 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1559 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1560 {
1387 level = abil->resist[i]; 1561 level = abil->resist[i];
1388 atnr = i; 1562 atnr = i;
1389 } 1563 }
1390 } 1564 }
1391 1565
1392 /* now if there are equals at highest level, pick the one with focus, 1566 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1567 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1568 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; 1569 atnr = abil->stats.exp;
1397 1570
1398 level = (int)(level/5.); 1571 level = (int) (level / 5.);
1399 1572
1400 /* now set the new title */ 1573 /* now set the new title */
1401 if (pl->contr != NULL) { 1574 if (pl->contr != NULL)
1575 {
1402 if(level == 0) 1576 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1578 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1580 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1582 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1583 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 1584 else
1585 {
1586 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1591 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1593 }
1419 } 1594 }
1420 1595
1421 strcpy(pl->contr->own_title, ""); 1596 strcpy (pl->contr->own_title, "");
1422} 1597}
1423 1598
1424/* 1599/*
1425 * This function is called when a dragon-player gains 1600 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1601 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1602 * or change the ability-focus.
1428 */ 1603 */
1604void
1429void dragon_level_gain(object *who) { 1605dragon_level_gain (object *who)
1606{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1607 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1608 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1609 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1610 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1611
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1612 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 shstr_cmp dragon_ability_force ("dragon_ability_force");
1614 shstr_cmp dragon_skin_force ("dragon_skin_force");
1615
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1616 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1617 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1618 if (tmp->arch->name == dragon_ability_force)
1439 abil = tmp; 1619 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1620 else if (tmp->arch->name == dragon_skin_force)
1441 skin = tmp; 1621 skin = tmp;
1442 } 1622
1443 }
1444 /* if the force is missing -> bail out */ 1623 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1624 if (abil == NULL)
1446 1625 return;
1626
1447 /* The ability_force keeps track of maximum level ever achieved. 1627 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1628 * New abilties can only be gained by surpassing this max level
1449 */ 1629 */
1450 if (who->level > abil->level) { 1630 if (who->level > abil->level)
1631 {
1451 /* increase our focused ability */ 1632 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1633 abil->resist[abil->stats.exp]++;
1453
1454 1634
1635
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1636 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1637 {
1456 /* time to hand out a new ability-gift */ 1638 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1639 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1640 }
1460 1641
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1642 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1643 {
1462 /* apply new ability focus */ 1644 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1645 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); 1646 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1647
1467 abil->stats.exp = abil->last_eat; 1648 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1649 abil->last_eat = 0;
1469 } 1650 }
1470 1651
1471 abil->level = who->level; 1652 abil->level = who->level;
1472 } 1653 }
1473 1654
1474 /* last but not least, set the new title for the dragon */ 1655 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1656 set_dragon_name (who, abil, skin);
1476} 1657}
1477 1658
1478/* Handy function - given the skill name skill_name, we find the skill 1659/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1660 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1661 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1662 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1663 * want to do something with it immediately.
1483 */ 1664 */
1665object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1666give_skill_by_name (object *op, const char *skill_name)
1485{ 1667{
1486 object *skill_obj; 1668 object *skill_obj;
1487 1669
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1671 if (!skill_obj)
1672 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1674 return NULL;
1492 } 1675 }
1493 /* clear the flag - exp goes into this bucket, but player 1676 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1677 * still doesn't know it.
1495 */ 1678 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1680 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1681 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1682 insert_ob_in_ob (skill_obj, op);
1683
1500 if (op->contr) { 1684 if (op->contr)
1685 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1686 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1687 if (op->contr->ns)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1688 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1689 }
1690
1504 return skill_obj; 1691 return skill_obj;
1505} 1692}
1506 1693
1507 1694
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1695/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1696 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1697 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1698 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1699 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1700 * (eg, skill)
1514 */ 1701 */
1702void
1515void player_lvl_adj(object *who, object *op) { 1703player_lvl_adj (object *who, object *op)
1704{
1516 char buf[MAX_BUF]; 1705 char buf[MAX_BUF];
1517 1706
1518 if(!op) /* when rolling stats */ 1707 if (!op) /* when rolling stats */
1519 op = who; 1708 op = who;
1520 1709
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1710 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1711 {
1522 op->level++; 1712 op->level++;
1523 1713
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1714 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1715 dragon_level_gain (who);
1526 1716
1527 /* Only roll these if it is the player (who) that gained the level */ 1717 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1718 if (op == who && (who->level < 11) && who->type == PLAYER)
1719 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1720 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); 1721 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; 1722 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1723 }
1724
1725 who->update_stats ();
1726 if (op->level > 1)
1532 } 1727 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1728 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); 1729 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1730 else
1731 sprintf (buf, "You are now level %d.", op->level);
1732 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 }
1735 player_lvl_adj (who, op); /* To increase more levels */
1736 }
1737 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1738 {
1739 op->level--;
1740 who->update_stats ();
1741 if (op->type != PLAYER)
1549 } 1742 {
1743 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1744 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1746 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1747 }
1748
1552 /* check if the spell data has changed */ 1749 /* check if the spell data has changed */
1750 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1751 esrv_update_spells (who->contr);
1554} 1752}
1555 1753
1556/* 1754/*
1557 * Returns how much experience is needed for a player to become 1755 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1756 * the given level. level should really never exceed max_level
1559 */ 1757 */
1560 1758
1759sint64
1561sint64 level_exp(int level,double expmul) { 1760level_exp (int level, double expmul)
1761{
1562 if (level > settings.max_level) 1762 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1763 return (sint64) (expmul * levels[settings.max_level]);
1564 return (sint64) (expmul * levels[level]); 1764 return (sint64) (expmul * levels[level]);
1565} 1765}
1566 1766
1567/* 1767/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1768 * 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 1769 * 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 1770 * 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, 1771 * 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. 1772 * this can now work on a much larger set of objects.
1573 */ 1773 */
1774void
1574void calc_perm_exp(object *op) 1775calc_perm_exp (object *op)
1575{ 1776{
1576 int p_exp_min; 1777 int p_exp_min;
1577 1778
1578 /* Ensure that our permanent experience minimum is met. 1779 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1780 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1781 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1782 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1783
1583 if (op->perm_exp < p_exp_min) 1784 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1785 op->perm_exp = p_exp_min;
1585 1786
1586 /* Cap permanent experience. */ 1787 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1788 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1789 op->perm_exp = 0;
1589 else if (op->perm_exp > MAX_EXPERIENCE) 1790 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1791 op->perm_exp = MAX_EXPERIENCE;
1591} 1792}
1592
1593 1793
1594/* Add experience to a player - exp should only be positive. 1794/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1795 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1796 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1797 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1798 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1799 * flag is what to do if the player doesn't have the skill:
1600 */ 1800 */
1601 1801static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1802add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1803{
1604 object *skill_obj = NULL; 1804 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1805 sint64 limit, exp_to_add;
1606 int i; 1806 int i;
1607 1807
1614 * chosen_skill. This means we don't need to search through 1814 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1815 * the players inventory.
1616 */ 1816 */
1617 if (skill_name) 1817 if (skill_name)
1618 { 1818 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1819 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; 1820 skill_obj = op->chosen_skill;
1622 else 1821 else
1623 { 1822 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1823 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)) 1824 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1825 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1826 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1827 break;
1630 } 1828 }
1631 1829
1650 exp_to_add = exp; 1848 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1849 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1850 if (exp_to_add > limit)
1653 exp_to_add = limit; 1851 exp_to_add = limit;
1654 1852
1655 ADD_EXP (op->stats.exp, 1853 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) 1854 if (settings.permanent_exp_ratio)
1659 { 1855 {
1660 ADD_EXP (op->perm_exp, 1856 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); 1857 calc_perm_exp (op);
1664 } 1858 }
1665 1859
1666 player_lvl_adj (op, NULL); 1860 player_lvl_adj (op, NULL);
1667 } 1861 }
1674 exp_to_add = limit; 1868 exp_to_add = limit;
1675 1869
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1870 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1871 if (settings.permanent_exp_ratio)
1678 { 1872 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1873 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1874 calc_perm_exp (skill_obj);
1682 } 1875 }
1683 1876
1684 player_lvl_adj (op, skill_obj); 1877 player_lvl_adj (op, skill_obj);
1685 } 1878 }
1691 * adjustments based on permanent exp and the like. 1884 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1885 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1886 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1887 * amount that should get subtract from the player.
1695 */ 1888 */
1889sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1890check_exp_loss (const object *op, sint64 exp)
1697{ 1891{
1698 sint64 del_exp; 1892 sint64 del_exp;
1699 1893
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1894 if (exp > op->stats.exp)
1895 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1896 if (settings.permanent_exp_ratio)
1897 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1898 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1899 if (del_exp < 0)
1900 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1901 if (exp > del_exp)
1902 exp = del_exp;
1705 } 1903 }
1706 return exp; 1904 return exp;
1707} 1905}
1708 1906
1907sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1908check_exp_adjust (const object *op, sint64 exp)
1710{ 1909{
1910 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1911 return check_exp_loss (op, exp);
1912 else
1712 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1913 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1914}
1714 1915
1715 1916
1716/* Subtracts experience from player. 1917/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1918 * 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 1924 * 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. 1925 * 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 1926 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1927 * a postive number.
1727 */ 1928 */
1929static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1930subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1931{
1730 float fraction = (float) exp/(float) op->stats.exp; 1932 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1933 object *tmp;
1732 sint64 del_exp; 1934 sint64 del_exp;
1733 1935
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1936 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1937 if (tmp->type == SKILL && tmp->stats.exp)
1938 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1939 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1940 {
1737 del_exp = check_exp_loss(tmp, exp); 1941 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1942 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1943 player_lvl_adj (op, tmp);
1944 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1945 else if (flag != SK_SUBTRACT_SKILL_EXP)
1946 {
1741 /* only want to process other skills if we are not trying 1947 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1948 * to match a specific skill.
1743 */ 1949 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1950 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1951 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1952 player_lvl_adj (op, tmp);
1747 } 1953 }
1748 } 1954 }
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1955 if (flag != SK_SUBTRACT_SKILL_EXP)
1956 {
1750 del_exp = check_exp_loss(op, exp); 1957 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1958 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1959 player_lvl_adj (op, NULL);
1753 } 1960 }
1754} 1961}
1755 1962
1756 1963
1757 1964
1762 * it is assumed the caller has modified the exp as needed. 1969 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1970 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1971 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1972 * these last two values are only used for players.
1766 */ 1973 */
1767 1974
1975void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1976change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{
1769 1978
1770#ifdef EXP_DEBUG 1979#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1981#endif
1776#endif
1777 1982
1778 /* safety */ 1983 /* safety */
1779 if(!op) { 1984 if (!op)
1985 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1986 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1987 return;
1782 } 1988 }
1783 1989
1784 /* if no change in exp, just return - most of the below code 1990 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1991 * won't do anything if the value is 0 anyways.
1786 */ 1992 */
1787 if (exp == 0) return; 1993 if (exp == 0)
1994 return;
1788 1995
1789 /* Monsters are easy - we just adjust their exp - we 1996 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1997 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1998 * the exp they have - the monsters exp represents what its
1792 * worth. 1999 * worth.
1793 */ 2000 */
1794 if(op->type != PLAYER) { 2001 if (op->type != PLAYER)
2002 {
1795 /* Sanity check */ 2003 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
1797 2006
1798 /* reset exp to max allowed value. We subtract from 2007 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 2009 * more than max exp, just return.
2010 */
2011 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012 {
2013 exp = MAX_EXPERIENCE - op->stats.exp;
2014 if (exp < 0)
2015 return;
2016 }
2017
2018 op->stats.exp += exp;
2019 }
2020 else
2021 { /* Players only */
2022 if (exp > 0)
2023 add_player_exp (op, exp, skill_name, flag);
2024 else
2025 /* note that when you lose exp, it doesn't go against
2026 * a particular skill, so we don't need to pass that
2027 * along.
1801 */ 2028 */
1802 if (exp > 0 && ( op->stats.exp > (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); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 2030 }
1820} 2031}
1821 2032
1822/* Applies a death penalty experience, the size of this is defined by the 2033/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 2035 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 2036 */
1826 2037
2038void
1827void apply_death_exp_penalty(object *op) { 2039apply_death_exp_penalty (object *op)
2040{
1828 object *tmp; 2041 object *tmp;
1829 sint64 loss; 2042 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 2045
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 2046 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
1835 2049
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2050 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)]; 2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2052
1839 /* With the revised exp system, you can get cases where 2053 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2054 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2055 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2056 * tables is a lot harder.
1843 */ 2057 */
1844 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1845 2060
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2062
1848 tmp->stats.exp -= loss; 2063 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2064 player_lvl_adj (op, tmp);
1850 } 2065 }
1851 2066
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2067 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)]; 2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2069 if (level_loss < 0)
2070 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2072
1857 op->stats.exp -= loss; 2073 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2074 player_lvl_adj (op, NULL);
1859} 2075}
1860 2076
1861/* This function takes an object (monster/player, op), and 2077/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2078 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2079 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2080 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2081 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2082 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2083 */
2084int
1868int did_make_save(const object *op, int level, int bonus) 2085did_make_save (const object *op, int level, int bonus)
1869{ 2086{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
1871 2089
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2091 return 0;
2092
2093 return 1;
1875} 2094}
1876

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