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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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 int nstat, ostat; 387 {
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 }
404 if (nstat != ostat) { 407
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)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 456 {
457 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
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))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 462 {
463 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
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))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 468 {
469 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
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))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 474 {
475 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
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)
473 success=1; 486 {
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.")); 504 }
489 }
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)
504 if(op->race) free_string(op->race); 520 {
505 op->race=add_string("undead"); 521 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 523 }
508 if(op->race) free_string(op->race); 524 else
509 if(op->arch->clone.race) 525 {
510 op->race=add_string(op->arch->clone.race); 526 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
514 } 529 }
515 }
516 530
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 532 {
533 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 535 }
536
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 538 {
539 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 541 }
542
525 /* blinded you can tell if more blinded since blinded player has minimal 543 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 544 * vision
527 */ 545 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 546 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 547 {
530 if(flag>0) { 548 success = 1;
549 if (flag > 0)
550 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 551 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 553 else
554 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 556 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 557 if (op->type == PLAYER)
537 op->contr->do_los=1; 558 op->contr->do_los = 1;
559 }
560 }
561 else
562 {
563 if (QUERY_FLAG (op, FLAG_WIZ))
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else
566 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND);
569 if (op->type == PLAYER)
570 op->contr->do_los = 1;
571 }
572 }
538 } 573 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 574
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 576 {
577 success = 1;
553 if(op->type==PLAYER) 578 if (op->type == PLAYER)
554 op->contr->do_los=1; 579 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 581 }
557 582
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 584 {
560 if(flag>0) { 585 success = 1;
586 if (flag > 0)
587 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 590 else
591 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 593 if (op->type == PLAYER)
566 op->contr->do_los=1; 594 op->contr->do_los = 1;
595 }
596 }
597 else
598 {
599 if (QUERY_FLAG (op, FLAG_WIZ))
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else
602 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER)
605 op->contr->do_los = 1;
606 }
607 }
567 } 608 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 609
579 if(tmp->stats.luck) { 610 if (tmp->stats.luck)
580 success=1; 611 {
612 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 614 }
583 615
584 if(tmp->stats.hp && op->type==PLAYER) { 616 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
589 621
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 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 }
595 627
596 /* for the future when artifacts set this -b.t. */ 628 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 629 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
602 634
603 if(tmp->stats.food && op->type==PLAYER) { 635 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
608 640
609 /* Messages for changed resistance */ 641 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 642 for (i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 643 {
613 if (op->resist[i] != refop.resist[i]) { 644 if (i == ATNR_PHYSICAL)
614 success=1; 645 continue; /* Don't display about armour */
646
615 if (op->resist[i] > refop.resist[i]) 647 if (op->resist[i] != refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621 648 {
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]);
652 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
654
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 656 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 657 }
632 } 658
659 if (!potion_max)
633 } 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]);
667 }
668 }
669 }
670
634 return success; 671 return success;
635} 672}
636 673
637/* 674/*
638 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 677 */
641 678
642void drain_stat(object *op) { 679void
680object::drain_stat ()
681{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
644} 683}
645 684
685void
646void drain_specific_stat(object *op, int deplete_stats) { 686object::drain_specific_stat (int deplete_stats)
687{
647 object *tmp; 688 object *tmp;
648 archetype *at; 689 archetype *at;
649 690
650 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 692 if (!at)
693 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 695 return;
696 }
654 } else { 697 else
698 {
655 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, this);
700
656 if (!tmp) { 701 if (!tmp)
702 {
657 tmp = arch_to_object(at); 703 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
660 } 706 }
661 } 707 }
662 708
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 711 update_stats ();
666} 712}
667 713
668/* 714/*
669 * 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.
670 * via an applied bad_luck object. 716 * via an applied bad_luck object.
671 */ 717 */
672 718void
673void change_luck(object *op, int value) { 719object::change_luck (int value)
674 object *tmp; 720{
675 archetype *at; 721 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 722 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 724 else
725 {
682 tmp = present_arch_in_ob(at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
683 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
684 if (!value) 738 if (value)
685 return; 739 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* 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
692 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 742 * in op itself).
694 */ 743 */
695 new_luck = tmp->stats.luck+value; 744 int new_luck = tmp->stats.luck + value;
745
696 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
697 op->stats.luck+=value; 748 stats.luck += value;
698 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
699 } 751 }
700 } else { 752 else
753 {
701 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
702 return; 755 return;
703 } 756
704 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
706 */ 759 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
708 int diff = tmp->stats.luck>0?-1:1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
709 op->stats.luck += diff; 764 stats.luck += diff;
710 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
766 }
711 } 767 }
712 }
713 } 768 }
714} 769}
715 770
716/* 771/*
717 * 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.
718 */ 773 */
719 774void
720void remove_statbonus(object *op) { 775object::remove_statbonus ()
776{
721 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
735} 792}
736 793
737/* 794/*
738 * 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.
739 */ 796 */
740 797void
741void add_statbonus(object *op) { 798object::add_statbonus ()
799{
742 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
756} 815}
757 816
758/* 817/*
759 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
761 * 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.
762 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
764 */ 823 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
767 */ 826 */
768 827void
769void fix_player(object *op) { 828object::update_stats ()
829{
770 int i,j; 830 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 832 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
777 837
778 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 839 if (type == PLAYER)
840 {
780 for(i=0;i<NUM_STATS;i++) { 841 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
782 } 843
783 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 845 contr->encumbrance = 0;
785 846
786 op->attacktype=0; 847 attacktype = 0;
787 op->contr->digestion = 0; 848
788 op->contr->gen_hp = 0; 849 contr->digestion = 0;
789 op->contr->gen_sp = 0; 850 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 854 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 855 }
856
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
804 858
805 if(op->slaying!=NULL) { 859 slaying = 0;
806 free_string(op->slaying); 860
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 861 if (!QUERY_FLAG (this, FLAG_WIZ))
862 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 863 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 864 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 865 }
813 866
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 867 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 868 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 869 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 870
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875
826 op->path_attuned=op->arch->clone.path_attuned; 876 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 877 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 878 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 879 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 880 move_type = arch->clone.move_type;
881
831 op->chosen_skill = NULL; 882 chosen_skill = NULL;
832 883
833 /* initializing resistances from the values in player/monster's 884 /* initializing resistances from the values in player/monster's
834 * archetype clone 885 * archetype clone
835 */ 886 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 887 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 888
838 for (i=0;i<NROFATTACKS;i++) { 889 for (i = 0; i < NROFATTACKS; i++)
890 {
839 if (op->resist[i] > 0) 891 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 892 prot[i] = resist[i], vuln[i] = 0;
841 else 893 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 894 vuln[i] = -(resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 895 potion_resist[i] = 0;
844 } 896 }
845 897
846 wc=op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
848 900
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 904 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 905 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 906 * that their protection from physical goes down
855 */ 907 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 912 }
860 else 913 else
861 ac=op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
862 915
863 op->stats.luck=op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
865 918
866 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
868 */ 921 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
871 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
873 */ 926 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
875 929
876 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 932 * then calls this function.
879 */ 933 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 935 continue;
882 }
883 936
884 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 938 if (tmp->type == SKILL)
939 {
886 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 941 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 942 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 943 if (!mana_obj)
890 } 944 mana_obj = tmp;
945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
947 }
948
891 if (IS_GRACE_SKILL(tmp->subtype)) { 949 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 950 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 951 if (!grace_obj)
894 } 952 grace_obj = tmp;
895 } 953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
955 }
956 }
896 957
897 /* Container objects are not meant to adjust a players, but other applied 958 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 959 * objects need to make adjustments.
899 * This block should handle all player specific changes 960 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 961 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
904 * up, etc. 965 * up, etc.
905 */ 966 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 967 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 968 && tmp->type != CONTAINER
908 if(op->type==PLAYER) { 969 && tmp->type != CLOSE_CON)
909 if (tmp->type == BOW) 970 || (tmp->type == SKILL
910 op->contr->ranges[range_bow] = tmp; 971 && tmp->subtype == SK_PRAYING))
911 972 {
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 973 if (type == PLAYER)
913 op->contr->ranges[range_misc] = tmp; 974 {
914 975 for (i = 0; i < NUM_STATS; i++)
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
917 977
918 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 980 * list, but other items store other info into stats array.
921 */ 981 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 982 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 983 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 984 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 985 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 986 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 987 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 988 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) { 989 (tmp->type == SKILL))
990 {
930 op->contr->digestion += tmp->stats.food; 991 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 992 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 993 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 994 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 995 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 996 contr->item_power += tmp->item_power;
936 } 997 }
937 } /* if this is a player */ 998 } /* if this is a player */
938 999
939 /* Update slots used for items */ 1000 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1001 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
943 }
944 1004
945 if(tmp->type==SYMPTOM) { 1005 if (tmp->type == SYMPTOM)
1006 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 1008
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
1011 }
1012
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1017 */
955 if (tmp->type != POTION) { 1018 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 1019 {
1020 for (i = 0; i < NROFATTACKS; i++)
1021 {
957 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialised to zero.
959 */ 1024 */
960 if (tmp->type==POTION_EFFECT) { 1025 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 1026 {
1027 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1029 else
964 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
965 } 1031 }
966 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1035 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 1036 }
971 } 1037 }
972 1038
973 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1041 attacktype |= tmp->attacktype;
976 1042
977 op->path_attuned|=tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1045 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1046 move_type |= tmp->move_type;
981 op->move_type |= tmp->move_type; 1047 stats.luck += tmp->stats.luck;
982 1048
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1056
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
993 1059
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1061 {
996 op->invisible=1; 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
997 } 1063 invisible = 1;
1064 }
998 1065
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1066 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 1067 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1068 if (tmp->stats.exp > 0)
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1069 {
1003 } else 1070 added_speed += tmp->stats.exp / 3.f;
1004 added_speed+=(float)tmp->stats.exp; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1005 } 1072 }
1073 else
1074 added_speed += tmp->stats.exp;
1075 }
1006 1076
1007 switch(tmp->type) { 1077 switch (tmp->type)
1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1008 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1010 case SKILL: 1091 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1093 break;
1012 1094
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1014 1097
1015 if (op->chosen_skill) { 1098 if (chosen_skill)
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1017 } 1100
1018 op->chosen_skill = tmp; 1101 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1102
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1103 if (tmp->stats.dam > 0)
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1104 { /* skill is a 'weapon' */
1022 if(weapon_speed<0) weapon_speed = 0; 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_weight=tmp->weight; 1106 weapon_speed = WEAPON_SPEED (tmp);
1107
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029 1113
1030 if(tmp->slaying!=NULL) { 1114 if (tmp->magic)
1031 if (op->slaying != NULL) 1115 stats.dam += tmp->magic;
1032 free_string (op->slaying); 1116 }
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1117
1036 if(tmp->stats.ac) 1118 if (tmp->stats.wc)
1037 ac-=(tmp->stats.ac+tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1120
1121 if (tmp->slaying)
1122 slaying = tmp->slaying;
1123
1124 if (tmp->stats.ac)
1125 ac -= tmp->stats.ac + tmp->magic;
1126
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043 1129
1044 case SKILL_TOOL: 1130 if (type == PLAYER)
1045 if (op->chosen_skill) { 1131 {
1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1135
1136 break;
1137
1138 case SKILL_TOOL:
1139 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1141
1053 case SHIELD: 1142 chosen_skill = tmp;
1143
1144 if (type == PLAYER)
1145 {
1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1149 break;
1150
1151 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1154 case RING:
1057 case AMULET: 1155 case AMULET:
1058 case GIRDLE: 1156 case GIRDLE:
1059 case HELMET: 1157 case HELMET:
1060 case BOOTS: 1158 case BOOTS:
1061 case GLOVES: 1159 case GLOVES:
1062 case CLOAK: 1160 case CLOAK:
1063 if(tmp->stats.wc) 1161 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1162 wc -= tmp->stats.wc + tmp->magic;
1163
1164 if (tmp->stats.dam)
1165 stats.dam += tmp->stats.dam + tmp->magic;
1166
1167 if (tmp->stats.ac)
1168 ac -= tmp->stats.ac + tmp->magic;
1169
1170 break;
1171
1172 case BOW:
1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1178 wc -= tmp->stats.wc + tmp->magic;
1179
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1182
1183 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1184 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1186
1079 if(tmp->slaying!=NULL) { 1187 if (weapon_speed < 0)
1080 if (op->slaying != NULL) 1188 weapon_speed = 0;
1081 free_string (op->slaying); 1189
1082 add_refcount(op->slaying = tmp->slaying); 1190 slaying = tmp->slaying;
1083 } 1191
1084 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1086 * go. 1194 * go.
1087 */ 1195 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098 1196
1197 current_weapon = tmp;
1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1207
1208 break;
1209
1099 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000; 1212 contr->encumbrance += tmp->weight / 1000;
1102 1213
1103 case BRACERS: 1214 case BRACERS:
1104 case FORCE: 1215 case FORCE:
1105 if(tmp->stats.wc) { 1216 if (tmp->stats.wc)
1106 if(best_wc<tmp->stats.wc+tmp->magic) { 1217 {
1107 wc+=best_wc; 1218 if (best_wc < tmp->stats.wc + tmp->magic)
1108 best_wc=tmp->stats.wc+tmp->magic; 1219 {
1109 } else 1220 wc += best_wc;
1110 wc+=tmp->stats.wc+tmp->magic; 1221 best_wc = tmp->stats.wc + tmp->magic;
1111 } 1222 }
1112 if(tmp->stats.ac) { 1223 else
1113 if(best_ac<tmp->stats.ac+tmp->magic) { 1224 wc += tmp->stats.wc + tmp->magic;
1225 }
1226
1227 if (tmp->stats.ac)
1228 {
1229 if (best_ac < tmp->stats.ac + tmp->magic)
1230 {
1114 ac+=best_ac; /* Remove last bonus */ 1231 ac += best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic; 1232 best_ac = tmp->stats.ac + tmp->magic;
1116 } 1233 }
1117 else /* To nullify the below effect */ 1234 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic; 1235 ac += tmp->stats.ac + tmp->magic;
1119 } 1236 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1237
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1238 if (tmp->stats.wc)
1239 wc -= (tmp->stats.wc + tmp->magic);
1240
1241 if (tmp->stats.ac)
1242 ac -= (tmp->stats.ac + tmp->magic);
1243
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1123 max=ARMOUR_SPEED(tmp)/10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128 1246
1247 break;
1248 } /* switch tmp->type */
1249 } /* item is equipped */
1250 } /* for loop of items */
1251
1129 /* We've gone through all the objects the player has equipped. For many things, we 1252 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1253 * have generated intermediate values which we now need to assign.
1131 */ 1254 */
1132 1255
1133 /* 'total resistance = total protections - total vulnerabilities'. 1256 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1257 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1258 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1259 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1260 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1261 */
1139 for (i=0; i<NROFATTACKS; i++) { 1262 for (i = 0; i < NROFATTACKS; i++)
1263 {
1140 op->resist[i] = prot[i] - vuln[i]; 1264 resist[i] = prot[i] - vuln[i];
1265
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1266 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i]; 1267 resist[i] = potion_resist[i];
1144 } 1268 }
1145 1269
1146 /* Figure out the players sp/mana/hp totals. */ 1270 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) { 1271 if (type == PLAYER)
1272 {
1148 int pl_level; 1273 int pl_level;
1149 1274
1150 check_stat_bounds(&(op->stats)); 1275 check_stat_bounds (&(stats));
1151 pl_level=op->level; 1276 pl_level = level;
1152 1277
1278 if (pl_level < 1)
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1279 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1280
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1281 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1282 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1283 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1284 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1285 {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1286 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1287
1160 if(i%2 && con_bonus[op->stats.Con]%2) { 1288 if (i % 2 && con_bonus[stats.Con] % 2)
1161 if (con_bonus[op->stats.Con]>0) 1289 {
1162 j++; 1290 if (con_bonus[stats.Con] > 0)
1163 else 1291 j++;
1164 j--; 1292 else
1165 } 1293 j--;
1294 }
1295
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1296 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1167 } 1297 }
1168 1298
1169 for(i=11;i<=op->level;i++) 1299 for (i = 11; i <= level; i++)
1170 op->stats.maxhp+=2; 1300 stats.maxhp += 2;
1171 1301
1172 if(op->stats.hp>op->stats.maxhp) 1302 if (stats.hp > stats.maxhp)
1173 op->stats.hp=op->stats.maxhp; 1303 stats.hp = stats.maxhp;
1174 1304
1175 /* Sp gain is controlled by the level of the player's 1305 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above) 1306 * relevant experience object (mana_obj, see above)
1177 */ 1307 */
1178 /* following happen when skills system is not used */ 1308 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op; 1309 if (!mana_obj)
1180 if(!grace_obj) grace_obj = op; 1310 mana_obj = this;
1311
1312 if (!grace_obj)
1313 grace_obj = this;
1314
1181 /* set maxsp */ 1315 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1316 if (!mana_obj || !mana_obj->level || type != PLAYER)
1317 mana_obj = this;
1183 1318
1184 if (mana_obj == op && op->type == PLAYER) { 1319 if (mana_obj == this && type == PLAYER)
1185 op->stats.maxsp = 1; 1320 stats.maxsp = 1;
1186 } else { 1321 else
1187 sp_tmp=0.0; 1322 {
1323 sp_tmp = 0.f;
1324
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1189 float stmp; 1326 {
1327 float stmp;
1190 1328
1191 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1192 if(i<2) { 1330 if (i < 2)
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1194 (float)sp_bonus[op->stats.Int])/6.0); 1332 else
1195 } else { 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204 1334
1335 if (stmp < 1.f)
1336 stmp = 1.f;
1337
1338 sp_tmp += stmp;
1339 }
1340
1341 stats.maxsp = (sint16)sp_tmp;
1342
1205 for(i=11;i<=mana_obj->level;i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1206 op->stats.maxsp+=2; 1344 stats.maxsp += 2;
1207 } 1345 }
1208 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2) 1347 if (stats.sp > stats.maxsp * 2)
1210 op->stats.sp=op->stats.maxsp*2; 1348 stats.sp = stats.maxsp * 2;
1211 1349
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1350 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1351 if (!grace_obj || !grace_obj->level || type != PLAYER)
1352 grace_obj = this;
1214 1353
1215 if (grace_obj == op && op->type == PLAYER) { 1354 if (grace_obj == this && type == PLAYER)
1216 op->stats.maxgrace = 1; 1355 stats.maxgrace = 1;
1217 } else { 1356 else
1357 {
1218 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1222 */ 1362 */
1223 sp_tmp=0.0; 1363 sp_tmp = 0.f;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1225 float grace_tmp=0.0; 1365 {
1366 float grace_tmp = 0.f;
1226 1367
1227 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1228 if(i<2) { 1369 if (i < 2)
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1371 else
1231 } else { 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240 1373
1374 if (grace_tmp < 1.f)
1375 grace_tmp = 1.f;
1376
1377 sp_tmp += grace_tmp;
1378 }
1379
1380 stats.maxgrace = (sint16)sp_tmp;
1381
1241 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1243 op->stats.maxgrace+=2; 1384 stats.maxgrace += 2;
1244 } 1385 }
1245 /* No limit on grace vs maxgrace */ 1386 /* No limit on grace vs maxgrace */
1246 1387
1247 if(op->contr->braced) { 1388 if (contr->braced)
1248 ac+=2; 1389 {
1249 wc+=4; 1390 ac += 2;
1250 } 1391 wc += 4;
1251 else 1392 }
1393 else
1252 ac-=dex_bonus[op->stats.Dex]; 1394 ac -= dex_bonus[stats.Dex];
1253 1395
1254 /* In new exp/skills system, wc bonuses are related to 1396 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj) 1397 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t. 1398 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better 1399 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that 1400 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1 1401 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So 1402 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam 1403 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the 1404 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t. 1405 * monster bonus the same as before. -b.t.
1264 */ 1406 */
1265 1407
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1408 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1409 {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1410 wc -= wc_obj->level + thaco_bonus[stats.Str];
1411
1268 for(i=1;i<wc_obj->level;i++) { 1412 for (i = 1; i < wc_obj->level; i++)
1413 {
1269 /* addtional wc every 6 levels */ 1414 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--; 1415 if (!(i % 6))
1416 wc--;
1417
1271 /* addtional dam every 4 levels. */ 1418 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1419 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1420 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1274 } 1421 }
1275 } else 1422 }
1423 else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]); 1424 wc -= level + thaco_bonus[stats.Str];
1277 1425
1278 op->stats.dam+=dam_bonus[op->stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1279 1427
1280 if(op->stats.dam<1) 1428 if (stats.dam < 1)
1281 op->stats.dam=1; 1429 stats.dam = 1;
1282 1430
1283 op->speed=1.0+speed_bonus[op->stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1432
1284 if (settings.search_items && op->contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1285 op->speed -= 1; 1434 speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288 1435
1289 } /* End if player */ 1436 if (attacktype == 0)
1437 attacktype = arch->clone.attacktype;
1290 1438
1439 } /* End if player */
1440
1291 if(added_speed>=0) 1441 if (added_speed >= 0)
1292 op->speed+=added_speed/10.0; 1442 speed += added_speed / 10.f;
1293 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed); 1444 speed /= 1.f - added_speed;
1295 1445
1296 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1297 if(op->speed>max) 1447 if (speed > max)
1298 op->speed=max; 1448 speed = max;
1299 1449
1300 if(op->type == PLAYER) { 1450 if (type == PLAYER)
1451 {
1301 /* f is a number the represents the number of kg above (positive num) 1452 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above 1453 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1305 */ 1456 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1458 if (f > 0)
1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1308 } 1460 }
1309 1461
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1311 1463
1312 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */ 1466 */
1315 op->speed = op->speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1316 1468
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1469 if (speed < 0.01f && type == PLAYER)
1470 speed = 0.01f;
1318 1471
1319 if(op->type == PLAYER) { 1472 if (type == PLAYER)
1320 float M,W,s,D,K,S,M2; 1473 {
1321
1322 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1326 */ 1478 */
1327 M=(max_carry[op->stats.Str]-121)/121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1328 M2=max_carry[op->stats.Str]/100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1329 W=weapon_weight/20000.0; 1481 float W = weapon_weight / 20000.f;
1330 s=2-weapon_speed/10.0; 1482 float s = 2 - weapon_speed / 10.f;
1331 D=(op->stats.Dex-14)/14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2; 1485
1334 if(K<=0) K=0.01; 1486 K *= (4 + level) *1.2f / (6 + level);
1335 S=op->speed/(K*s); 1487
1336 op->contr->weapon_sp=S; 1488 if (K <= 0.f)
1489 K = 0.01f;
1490
1491 float S = speed / (K * s);
1492
1493 contr->weapon_sp = S;
1337 } 1494 }
1495
1338 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&& 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1340 op->stats.dam>op->arch->clone.stats.dam*3) 1498 stats.dam = arch->clone.stats.dam * 3;
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342 1499
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same. 1502 * so its value is the same.
1346 */ 1503 */
1347 if (wc>120) wc=120; 1504 if (wc > 120)
1348 else if (wc<-120) wc=-120; 1505 wc = 120;
1506 else if (wc < -120)
1507 wc = -120;
1508
1349 op->stats.wc=wc; 1509 stats.wc = wc;
1350 1510
1351 if (ac>120) ac=120; 1511 if (ac > 120)
1352 else if (ac<-120) ac=-120; 1512 ac = 120;
1513 else if (ac < -120)
1514 ac = -120;
1515
1353 op->stats.ac=ac; 1516 stats.ac = ac;
1354 1517
1355 /* if for some reason the creature doesn't have any move type, 1518 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default. 1519 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the 1520 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just 1521 * old behaviour - if your flying, your not walking - just
1359 * one or the other. 1522 * one or the other.
1360 */ 1523 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK; 1524 if (move_type == 0)
1525 move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1526 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1527 move_type &= ~MOVE_WALK;
1363 1528
1364 update_ob_speed(op); 1529 if (speed != old_speed)
1530 set_speed (speed);
1365 1531
1366 /* It is quite possible that a player's spell costing might have changed, 1532 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now. 1533 * so we will check that now.
1368 */ 1534 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr); 1535 if (type == PLAYER)
1536 {
1537 esrv_update_stats (contr);
1538 esrv_update_spells (contr);
1539 }
1540
1541 // update the mapspace, if we are on a map
1542 if (!flag [FLAG_REMOVED] && map)
1543 map->at (x, y).flags_ = 0;
1370} 1544}
1371 1545
1372/* 1546/*
1373 * Returns true if the given player is a legal class. 1547 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1548 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1549 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1550 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1551 * false otherwise.
1378 */ 1552 */
1379 1553int
1380int allowed_class(const object *op) { 1554allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1555{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1556 return op->stats.Dex > 0
1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1562 && op->stats.Cha > 0;
1384} 1563}
1385 1564
1386/* 1565/*
1387 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1391 * Note that the title is written to 'own_title' in the 1570 * Note that the title is written to 'own_title' in the
1392 * player struct. This should be changed to 'ext_title' 1571 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this! 1572 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'. 1573 * Please, anyone, write support for 'ext_title'.
1395 */ 1574 */
1575void
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1576set_dragon_name (object *pl, const object *abil, const object *skin)
1577{
1397 int atnr=-1; /* attacknumber of highest level */ 1578 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1579 int level = 0; /* highest level */
1399 int i; 1580 int i;
1400 1581
1401 /* Perhaps do something more clever? */ 1582 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1583 if (!abil || !skin)
1403 1584 return;
1585
1404 /* first, look for the highest level */ 1586 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1587 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1588 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1589 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1590 {
1408 level = abil->resist[i]; 1591 level = abil->resist[i];
1409 atnr = i; 1592 atnr = i;
1410 } 1593 }
1411 } 1594 }
1412 1595
1413 /* now if there are equals at highest level, pick the one with focus, 1596 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1597 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1598 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1599 atnr = abil->stats.exp;
1418 1600
1419 level = (int)(level/5.); 1601 level = (int) (level / 5.);
1420 1602
1421 /* now set the new title */ 1603 /* now set the new title */
1422 if (pl->contr != NULL) { 1604 if (pl->contr != NULL)
1605 {
1423 if(level == 0) 1606 if (level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1607 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1) 1608 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1609 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1427 else if (level == 2) 1610 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1611 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1429 else if (level == 3) 1612 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1613 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1431 else {
1432 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50)
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437 else 1614 else
1615 {
1616 /* special titles for extra high resistance! */
1617 if (skin->resist[atnr] > 80)
1618 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1619 else if (skin->resist[atnr] > 50)
1620 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1621 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1622 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1439 } 1623 }
1440 } 1624 }
1441 1625
1442 strcpy(pl->contr->own_title, ""); 1626 strcpy (pl->contr->own_title, "");
1443} 1627}
1444 1628
1445/* 1629/*
1446 * This function is called when a dragon-player gains 1630 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1631 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1632 * or change the ability-focus.
1449 */ 1633 */
1634void
1450void dragon_level_gain(object *who) { 1635dragon_level_gain (object *who)
1636{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1637 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1638 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1639 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1640 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1641
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1642 /* now grab the 'dragon_ability'-forces from the player's inventory */
1643 shstr_cmp dragon_ability_force ("dragon_ability_force");
1644 shstr_cmp dragon_skin_force ("dragon_skin_force");
1645
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1646 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1647 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1648 if (tmp->arch->name == dragon_ability_force)
1460 abil = tmp; 1649 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1650 else if (tmp->arch->name == dragon_skin_force)
1462 skin = tmp; 1651 skin = tmp;
1463 } 1652
1464 }
1465 /* if the force is missing -> bail out */ 1653 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1654 if (abil == NULL)
1467 1655 return;
1656
1468 /* The ability_force keeps track of maximum level ever achieved. 1657 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1658 * New abilties can only be gained by surpassing this max level
1470 */ 1659 */
1471 if (who->level > abil->level) { 1660 if (who->level > abil->level)
1661 {
1472 /* increase our focused ability */ 1662 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1663 abil->resist[abil->stats.exp]++;
1474
1475 1664
1665
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1666 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1667 {
1477 /* time to hand out a new ability-gift */ 1668 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1669 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1670 }
1480 } 1671
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1672 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1673 {
1483 /* apply new ability focus */ 1674 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1675 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1676 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1677
1488 abil->stats.exp = abil->last_eat; 1678 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1679 abil->last_eat = 0;
1490 } 1680 }
1681
1682 abil->level = who->level;
1491 1683 }
1492 abil->level = who->level; 1684
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1685 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1686 set_dragon_name (who, abil, skin);
1497} 1687}
1498 1688
1499/* Handy function - given the skill name skill_name, we find the skill 1689/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1690 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1691 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1692 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1693 * want to do something with it immediately.
1504 */ 1694 */
1695object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1696give_skill_by_name (object *op, const char *skill_name)
1506{ 1697{
1507 object *skill_obj; 1698 object *skill_obj;
1508 1699
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1700 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1701 if (!skill_obj)
1702 {
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1703 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL; 1704 return NULL;
1513 } 1705 }
1514 /* clear the flag - exp goes into this bucket, but player 1706 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1707 * still doesn't know it.
1516 */ 1708 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1709 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1710 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1711 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1712 insert_ob_in_ob (skill_obj, op);
1713
1521 if (op->contr) { 1714 if (op->contr)
1715 {
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1716 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1717 if (op->contr->ns)
1718 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1524 } 1719 }
1720
1525 return skill_obj; 1721 return skill_obj;
1526} 1722}
1527 1723
1528 1724
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1725/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1726 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1727 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1728 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1729 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1730 * (eg, skill)
1535 */ 1731 */
1732void
1536void player_lvl_adj(object *who, object *op) { 1733player_lvl_adj (object *who, object *op)
1734{
1537 char buf[MAX_BUF]; 1735 char buf[MAX_BUF];
1538 1736
1539 if(!op) /* when rolling stats */ 1737 if (!op) /* when rolling stats */
1540 op = who; 1738 op = who;
1541 1739
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1740 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1741 {
1543 op->level++; 1742 op->level++;
1544 1743
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1744 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1546 dragon_level_gain(who); 1745 dragon_level_gain (who);
1547 1746
1548 /* Only roll these if it is the player (who) that gained the level */ 1747 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1748 if (op == who && (who->level < 11) && who->type == PLAYER)
1749 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1750 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1751 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1752 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1753 }
1554 1754
1555 fix_player(who); 1755 who->update_stats ();
1556 if(op->level>1) { 1756 if (op->level > 1)
1757 {
1557 if (op->type!=PLAYER) 1758 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1759 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1559 else 1760 else
1560 sprintf(buf,"You are now level %d.",op->level); 1761 sprintf (buf, "You are now level %d.", op->level);
1762 if (who)
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1763 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1562 } 1764 }
1563 player_lvl_adj(who,op); /* To increase more levels */ 1765 player_lvl_adj (who, op); /* To increase more levels */
1766 }
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1767 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1768 {
1565 op->level--; 1769 op->level--;
1566 fix_player(who); 1770 who->update_stats ();
1567 if(op->type!=PLAYER) { 1771 if (op->type != PLAYER)
1772 {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1773 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1774 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1775 }
1571 player_lvl_adj(who,op); /* To decrease more levels */ 1776 player_lvl_adj (who, op); /* To decrease more levels */
1572 } 1777 }
1778
1573 /* check if the spell data has changed */ 1779 /* check if the spell data has changed */
1780 esrv_update_stats (who->contr);
1574 esrv_update_spells(who->contr); 1781 esrv_update_spells (who->contr);
1575} 1782}
1576 1783
1577/* 1784/*
1578 * Returns how much experience is needed for a player to become 1785 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1786 * the given level. level should really never exceed max_level
1580 */ 1787 */
1581 1788
1789sint64
1582sint64 level_exp(int level,double expmul) { 1790level_exp (int level, double expmul)
1791{
1583 if (level > settings.max_level) 1792 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1585 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1586} 1796}
1587 1797
1588/* 1798/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1800 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1801 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1802 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1803 * this can now work on a much larger set of objects.
1594 */ 1804 */
1805void
1595void calc_perm_exp(object *op) 1806calc_perm_exp (object *op)
1596{ 1807{
1597 int p_exp_min; 1808 int p_exp_min;
1598 1809
1599 /* Ensure that our permanent experience minimum is met. 1810 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1811 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1812 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1813 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1814
1604 if (op->perm_exp < p_exp_min) 1815 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1816 op->perm_exp = p_exp_min;
1606 1817
1607 /* Cap permanent experience. */ 1818 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1819 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1820 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1821 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1822 op->perm_exp = MAX_EXPERIENCE;
1612} 1823}
1613
1614 1824
1615/* Add experience to a player - exp should only be positive. 1825/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1826 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1827 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1828 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1829 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1830 * flag is what to do if the player doesn't have the skill:
1621 */ 1831 */
1622 1832static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1833add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1834{
1625 object *skill_obj=NULL; 1835 object *skill_obj = NULL;
1626 sint64 limit, exp_to_add; 1836 sint64 limit, exp_to_add;
1627 int i; 1837 int i;
1628 1838
1629 /* prevents some forms of abuse. */ 1839 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1840 if (op->contr->braced)
1841 exp = exp / 5;
1631 1842
1632 /* Try to find the matching skill. 1843 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1844 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1845 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1846 * the players inventory.
1636 */ 1847 */
1637 if (skill_name) { 1848 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1849 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1850 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1640 skill_obj = op->chosen_skill; 1851 skill_obj = op->chosen_skill;
1641 else { 1852 else
1853 {
1642 for (i=0; i<NUM_SKILLS; i++) 1854 for (i = 0; i < NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] && 1855 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1856 {
1645 skill_obj = op->contr->last_skill_ob[i]; 1857 skill_obj = op->contr->last_skill_ob[i];
1646 break; 1858 break;
1647 } 1859 }
1648 1860
1649 /* Player doesn't have the skill. Check to see what to do, and give 1861 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1862 * it to the player if necessary
1651 */ 1863 */
1652 if (!skill_obj) { 1864 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1865 {
1866 if (flag == SK_EXP_NONE)
1867 return;
1654 else if (flag == SK_EXP_ADD_SKILL) 1868 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1869 give_skill_by_name (op, skill_name);
1870 }
1871 }
1656 } 1872 }
1657 } 1873
1874 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1875 {
1659
1660 /* Basically, you can never gain more experience in one shot 1876 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1877 * than half what you need to gain for next level.
1662 */ 1878 */
1663 exp_to_add = exp; 1879 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1880 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1881 if (exp_to_add > limit)
1882 exp_to_add = limit;
1666 1883
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1884 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1885 if (settings.permanent_exp_ratio)
1886 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1887 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1888 calc_perm_exp (op);
1671 } 1889 }
1672 1890
1673 player_lvl_adj(op,NULL); 1891 player_lvl_adj (op, NULL);
1892 }
1893
1674 if (skill_obj) { 1894 if (skill_obj)
1895 {
1675 exp_to_add = exp; 1896 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1897 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1898 if (exp_to_add > limit)
1899 exp_to_add = limit;
1900
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1901 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1902 if (settings.permanent_exp_ratio)
1903 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1904 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1905 calc_perm_exp (skill_obj);
1682 } 1906 }
1907
1683 player_lvl_adj(op,skill_obj); 1908 player_lvl_adj (op, skill_obj);
1684 } 1909 }
1685} 1910}
1686 1911
1687/* This function checks to make sure that object 'op' can 1912/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1913 * lost 'exp' experience. It returns the amount of exp
1690 * adjustments based on permanent exp and the like. 1915 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1916 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1917 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1918 * amount that should get subtract from the player.
1694 */ 1919 */
1920sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1921check_exp_loss (const object *op, sint64 exp)
1696{ 1922{
1697 sint64 del_exp; 1923 sint64 del_exp;
1698 1924
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1925 if (exp > op->stats.exp)
1926 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1927 if (settings.permanent_exp_ratio)
1928 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1929 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1930 if (del_exp < 0)
1703 if (exp > del_exp) exp=del_exp; 1931 del_exp = 0;
1932 if (exp > del_exp)
1933 exp = del_exp;
1704 } 1934 }
1705 return exp; 1935 return exp;
1706} 1936}
1707 1937
1938sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1939check_exp_adjust (const object *op, sint64 exp)
1709{ 1940{
1941 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1942 return check_exp_loss (op, exp);
1943 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1944 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1945}
1713 1946
1714 1947
1715/* Subtracts experience from player. 1948/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1949 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1955 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1956 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1957 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1958 * a postive number.
1726 */ 1959 */
1960static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1961subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1962{
1729 float fraction = (float) exp/(float) op->stats.exp; 1963 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1964 object *tmp;
1731 sint64 del_exp; 1965 sint64 del_exp;
1732 1966
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1967 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1968 if (tmp->type == SKILL && tmp->stats.exp)
1969 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1970 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1971 {
1736 del_exp = check_exp_loss(tmp, exp); 1972 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1973 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1974 player_lvl_adj (op, tmp);
1975 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1976 else if (flag != SK_SUBTRACT_SKILL_EXP)
1977 {
1740 /* only want to process other skills if we are not trying 1978 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1979 * to match a specific skill.
1742 */ 1980 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1981 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1982 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1983 player_lvl_adj (op, tmp);
1984 }
1746 } 1985 }
1747 } 1986
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1987 if (flag != SK_SUBTRACT_SKILL_EXP)
1988 {
1749 del_exp = check_exp_loss(op, exp); 1989 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1990 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1991 player_lvl_adj (op, NULL);
1752 } 1992 }
1753} 1993}
1754
1755
1756 1994
1757/* change_exp() - changes experience to a player/monster. This 1995/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1996 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1997 *
1760 * The exp passed is typically not modified much by this function - 1998 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1999 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 2000 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 2001 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 2002 * these last two values are only used for players.
1765 */ 2003 */
1766 2004void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 2005change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 2006{
1769#ifdef EXP_DEBUG 2007#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 2008 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 2009#endif
1775#endif
1776 2010
1777 /* safety */ 2011 /* safety */
1778 if(!op) { 2012 if (!op)
2013 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 2014 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 2015 return;
1781 } 2016 }
1782 2017
1783 /* if no change in exp, just return - most of the below code 2018 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 2019 * won't do anything if the value is 0 anyways.
1785 */ 2020 */
1786 if (exp == 0) return; 2021 if (exp == 0)
2022 return;
1787 2023
1788 /* Monsters are easy - we just adjust their exp - we 2024 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 2025 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 2026 * the exp they have - the monsters exp represents what its
1791 * worth. 2027 * worth.
1792 */ 2028 */
1793 if(op->type != PLAYER) { 2029 if (op->type != PLAYER)
2030 {
1794 /* Sanity check */ 2031 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2032 if (!QUERY_FLAG (op, FLAG_ALIVE))
2033 return;
1796 2034
1797 /* reset exp to max allowed value. We subtract from 2035 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2036 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 2037 * more than max exp, just return.
1800 */ 2038 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 2039 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2040 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 2041 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 2042 if (exp < 0)
1804 } 2043 return;
2044 }
1805 2045
1806 op->stats.exp += exp; 2046 op->stats.exp += exp;
1807 } 2047 }
1808 else { /* Players only */ 2048 else
1809 if(exp>0) 2049 { /* Players only */
2050 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 2051 add_player_exp (op, exp, skill_name, flag);
1811 else 2052 else
1812 /* note that when you lose exp, it doesn't go against 2053 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 2054 * a particular skill, so we don't need to pass that
1814 * along. 2055 * along.
1815 */ 2056 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2057 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 2058 }
1819} 2059}
1820 2060
1821/* Applies a death penalty experience, the size of this is defined by the 2061/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2062 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2063 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2064 */
1825 2065void
1826void apply_death_exp_penalty(object *op) { 2066apply_death_exp_penalty (object *op)
2067{
1827 object *tmp; 2068 object *tmp;
1828 sint64 loss; 2069 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2070 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2071 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2072
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2073 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2074 if (tmp->type == SKILL && tmp->stats.exp)
2075 {
1834 2076
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2077 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2078 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2079
1838 /* With the revised exp system, you can get cases where 2080 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2081 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2082 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2083 * tables is a lot harder.
1842 */ 2084 */
1843 if (level_loss < 0) level_loss = 0; 2085 if (level_loss < 0)
2086 level_loss = 0;
1844 2087
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2088 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2089
1847 tmp->stats.exp -= loss; 2090 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2091 player_lvl_adj (op, tmp);
1849 } 2092 }
1850 2093
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2094 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2095 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2096 if (level_loss < 0)
2097 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2098 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2099
1856 op->stats.exp -= loss; 2100 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2101 player_lvl_adj (op, NULL);
1858} 2102}
1859 2103
1860/* This function takes an object (monster/player, op), and 2104/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2105 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2106 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2107 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2108 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2109 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2110 */
2111int
1867int did_make_save(const object *op, int level, int bonus) 2112did_make_save (const object *op, int level, int bonus)
1868{ 2113{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2114 if (level > MAX_SAVE_LEVEL)
2115 level = MAX_SAVE_LEVEL;
1870 2116
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2117 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2118 return 0;
2119
2120 return 1;
1874} 2121}
1875

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