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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.35 by root, Wed Mar 14 04:12:27 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
387 int nstat, ostat; 388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 406 }
407
404 if (nstat != ostat) { 408 if (nstat != ostat)
409 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 411 potion_max = 0;
407 } 412 }
408 else if (i) { 413 else if (i)
414 {
409 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 416 potion_max = 1;
411 } 417 }
412 } 418 }
419
413 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 422 * recalculates this anyway.
416 */ 423 */
417 for(j=0;j<NUM_STATS;j++) 424 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
419 check_stat_bounds(&(op->stats)); 427 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 428 } /* end of potion handling code */
421 } 429 }
422 430
423 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 432 * everything to set
425 */ 433 */
426 if(flag == -1) { 434 if (flag == -1)
435 {
427 op->attacktype&=~tmp->attacktype; 436 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 437 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 438 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 439 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 440 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 441 * and not the other move_ fields.
433 */ 442 */
434 op->move_type &= ~tmp->move_type; 443 op->move_type &= ~tmp->move_type;
435 } 444 }
436 445
437 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
440 */ 449 */
441 fix_player(op); 450 op->update_stats ();
442 451
443 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 453 * print out message if this is a bow.
445 */ 454 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
447 success=1; 457 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 459 }
460
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
452 success=1; 463 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 465 }
466
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
457 success=1; 469 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 471 }
472
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
462 success=1; 475 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 477 }
478
466 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 483 * from fly high)
471 */ 484 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
473 success=1; 487 success = 1;
474 488
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 490 * status doesn't make a difference if you are flying high
477 */ 491 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 495 }
481 496
482 if (tmp->move_type & MOVE_FLY_HIGH) { 497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
483 /* double conditional - second case covers if you have move_fly_low - 499 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 500 * in that case, you don't actually land
485 */ 501 */
486 DIFF_MSG(flag, "You soar into the air air!.", 502 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 504 }
490 if (tmp->move_type & MOVE_SWIM) 505 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 507
493 /* Changing move status may mean you are affected by things you weren't before */ 508 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 509 check_move_on (op, op);
495 } 510 }
496 511
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 512 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 513 * originally undead may change their status
499 */ 514 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
502 success=1; 518 success = 1;
503 if(flag>0) { 519 if (flag > 0)
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!");
523 }
507 } else { 524 else
508 if(op->race) free_string(op->race); 525 {
509 if(op->arch->clone.race)
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 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
514 } 559 }
515 } 560 }
516 561 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 562 {
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 563 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 565 else
566 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 568 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 569 if (op->type == PLAYER)
537 op->contr->do_los=1; 570 op->contr->do_los = 1;
538 } 571 }
539 } else { 572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 590 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 591 {
544 CLEAR_FLAG(op,FLAG_BLIND); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 593 if (op->type == PLAYER)
546 op->contr->do_los=1; 594 op->contr->do_los = 1;
547 } 595 }
548 } 596 }
549 } 597 else
550 598 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 599 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 601 else
602 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 604 if (op->type == PLAYER)
566 op->contr->do_los=1; 605 op->contr->do_los = 1;
567 } 606 }
568 } else { 607 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 608 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 652 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 654
574 op->contr->do_los=1; 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 667 }
576 } 668 }
577 } 669 }
578 670
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 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 }
589
590 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 }
595
596 /* for the future when artifacts set this -b.t. */
597 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 }
602
603 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 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 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
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
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 }
632 }
633 }
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 */
824
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 825/* July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 826 spell system split, grace points now added to system --peterm
767 */ 827 */
768 828
769void fix_player(object *op) { 829void
830object::update_stats ()
831{
770 int i,j; 832 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 834 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
838 float old_speed = speed;
777 839
778 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 841 if (type == PLAYER)
842 {
780 for(i=0;i<NUM_STATS;i++) { 843 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
782 } 845
783 if (settings.spell_encumbrance == TRUE) 846 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 847 contr->encumbrance = 0;
785 848
786 op->attacktype=0; 849 attacktype = 0;
787 op->contr->digestion = 0; 850 contr->digestion = 0;
788 op->contr->gen_hp = 0; 851 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 852 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 853 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 854 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 855 contr->item_power = 0;
793 856
794 /* Don't clobber all the range_ values. range_golem otherwise 857 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset 858 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below 859 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 860 * well get filled in based on what the player has equipped.
798 */ 861 */
799 op->contr->ranges[range_bow] = NULL; 862 contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL; 863 contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL; 864 contr->ranges[range_skill] = NULL;
802 } 865 }
866
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 867 memcpy (body_used, body_info, sizeof (body_info));
804 868
805 if(op->slaying!=NULL) { 869 slaying = 0;
806 free_string(op->slaying); 870
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 871 if (!QUERY_FLAG (this, FLAG_WIZ))
872 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 873 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 875 }
813 876
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 877 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 878 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 879 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);
825 880
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885
826 op->path_attuned=op->arch->clone.path_attuned; 886 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 887 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 888 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 889 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 890 move_type = arch->clone.move_type;
831 op->chosen_skill = NULL; 891 chosen_skill = NULL;
832 892
833 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
834 * archetype clone 894 * archetype clone
835 */ 895 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 896 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 897
838 for (i=0;i<NROFATTACKS;i++) { 898 for (i = 0; i < NROFATTACKS; i++)
899 {
839 if (op->resist[i] > 0) 900 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 901 prot[i] = resist[i], vuln[i] = 0;
841 else 902 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 903 vuln[i] = -(resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 904 potion_resist[i] = 0;
844 } 905 }
845 906
846 wc=op->arch->clone.stats.wc; 907 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 908 stats.dam = arch->clone.stats.dam;
848 909
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 910 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 911 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 912 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 913 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 914 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 915 * that their protection from physical goes down
855 */ 916 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 919 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 921 }
860 else 922 else
861 ac=op->arch->clone.stats.ac; 923 ac = arch->clone.stats.ac;
862 924
863 op->stats.luck=op->arch->clone.stats.luck; 925 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 926 speed = arch->clone.speed;
865 927
866 /* OK - we've reset most all the objects attributes to sane values. 928 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 929 * now go through and make adjustments for what the player has equipped.
868 */ 930 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 931 for (tmp = inv; tmp; tmp = tmp->below)
932 {
871 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
873 */ 935 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
875 938
876 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function. 941 * then calls this function.
879 */ 942 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 944 continue;
882 }
883 945
884 /* For some things, we don't care what is equipped */ 946 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 947 if (tmp->type == SKILL)
948 {
886 /* Want to take the highest skill here. */ 949 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 950 if (IS_MANA_SKILL (tmp->subtype))
951 {
888 if (!mana_obj) mana_obj=tmp; 952 if (!mana_obj)
953 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 954 else if (tmp->level > mana_obj->level)
955 mana_obj = tmp;
890 } 956 }
957
891 if (IS_GRACE_SKILL(tmp->subtype)) { 958 if (IS_GRACE_SKILL (tmp->subtype))
959 {
892 if (!grace_obj) grace_obj=tmp; 960 if (!grace_obj)
961 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 962 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp;
894 } 964 }
895 } 965 }
896 966
897 /* Container objects are not meant to adjust a players, but other applied 967 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 968 * objects need to make adjustments.
899 * This block should handle all player specific changes 969 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 970 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 971 * 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, 972 * 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 973 * because the skill shouldn't count against body positions being used
904 * up, etc. 974 * up, etc.
905 */ 975 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 {
908 if(op->type==PLAYER) { 979 if (type == PLAYER)
980 {
909 if (tmp->type == BOW) 981 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 982 contr->ranges[range_bow] = tmp;
911 983
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 985 contr->ranges[range_misc] = tmp;
914 986
915 for(i=0;i<NUM_STATS;i++) 987 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
917 989
918 /* these are the items that currently can change digestion, regeneration, 990 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 991 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 992 * list, but other items store other info into stats array.
921 */ 993 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 994 if ((tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 996 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) { 1001 (tmp->type == SKILL))
1002 {
930 op->contr->digestion += tmp->stats.food; 1003 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 1004 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 1005 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 1006 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1007 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1008 contr->item_power += tmp->item_power;
936 } 1009 }
937 } /* if this is a player */ 1010 } /* if this is a player */
938 1011
939 /* Update slots used for items */ 1012 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1013 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1015 body_used[i] += tmp->body_info[i];
1016
1017 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
943 } 1022 }
944 1023
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1025 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1026 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1027 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1028 */
955 if (tmp->type != POTION) { 1029 if (tmp->type != POTION)
1030 {
956 for (i=0; i<NROFATTACKS; i++) { 1031 for (i = 0; i < NROFATTACKS; i++)
1032 {
957 /* Potential for cursed potions, in which case we just can use 1033 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1034 * a straight MAX, as potion_resist is initialised to zero.
959 */ 1035 */
960 if (tmp->type==POTION_EFFECT) { 1036 if (tmp->type == POTION_EFFECT)
1037 {
961 if (potion_resist[i]) 1038 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1040 else
964 potion_resist[i] = tmp->resist[i]; 1041 potion_resist[i] = tmp->resist[i];
965 } 1042 }
966 else if (tmp->resist[i] > 0) 1043 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1045 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 1047 }
971 } 1048 }
972 1049
973 /* There may be other things that should not adjust the attacktype */ 1050 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1052 attacktype |= tmp->attacktype;
976 1053
977 op->path_attuned|=tmp->path_attuned; 1054 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1055 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1056 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1057 stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1058 move_type |= tmp->move_type;
982 1059
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1060 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); 1061 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); 1062 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); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1065 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); 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1067
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
993 1070
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
996 op->invisible=1; 1074 invisible = 1;
997 } 1075 }
998 1076
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
1000 if(tmp->stats.exp > 0) { 1079 if (tmp->stats.exp > 0)
1080 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1081 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1083 }
1003 } else 1084 else
1004 added_speed+=(float)tmp->stats.exp; 1085 added_speed += (float) tmp->stats.exp;
1005 } 1086 }
1006 1087
1007 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
1008 /* skills modifying the character -b.t. */ 1090 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1091 /* for all skills and skill granting objects */
1010 case SKILL: 1092 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->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
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1094 break;
1043 1095
1044 case SKILL_TOOL: 1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1045 if (op->chosen_skill) { 1099 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 } 1101
1048 op->chosen_skill = tmp; 1102 chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1103
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam) 1104 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1105 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1107 weapon_speed = (int) WEAPON_SPEED (tmp);
1069 break;
1070 1108
1071 case WEAPON: 1109 if (weapon_speed < 0)
1072 wc-=(tmp->stats.wc+tmp->magic); 1110 weapon_speed = 0;
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1111
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1112 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0; 1114
1079 if(tmp->slaying!=NULL) { 1115 if (tmp->magic)
1080 if (op->slaying != NULL) 1116 stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1117 }
1084 /* If there is desire that two handed weapons should do 1118
1085 * extra strength damage, this is where the code should 1119 if (tmp->stats.wc)
1086 * go. 1120 wc -= (tmp->stats.wc + tmp->magic);
1087 */ 1121
1088 op->current_weapon = tmp; 1122 if (tmp->slaying != NULL)
1123 slaying = tmp->slaying;
1124
1125 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic);
1127
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1128 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1129 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1091 break;
1092 1130
1093 case ARMOUR: /* Only the best of these three are used: */ 1131 if (type == PLAYER)
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1132 contr->ranges[range_skill] = this;
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1133
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1134 break;
1135
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break;
1145
1146 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000;
1149 case RING:
1150 case AMULET:
1151 case GIRDLE:
1152 case HELMET:
1153 case BOOTS:
1154 case GLOVES:
1155 case CLOAK:
1156 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic);
1161
1162 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic);
1164
1165 break;
1166
1167 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic);
1169
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic;
1172
1173 stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176
1177 if (weapon_speed < 0)
1178 weapon_speed = 0;
1179
1180 slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207
1208 if (tmp->stats.ac)
1209 {
1210 if (best_ac < tmp->stats.ac + tmp->magic)
1211 {
1212 ac += best_ac; /* Remove last bonus */
1213 best_ac = tmp->stats.ac + tmp->magic;
1214 }
1215 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic;
1217 }
1218
1219 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic);
1221
1222 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic);
1224
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1226 max = ARMOUR_SPEED (tmp) / 10.0;
1227
1228 break;
1119 } /* switch tmp->type */ 1229 } /* switch tmp->type */
1120 } /* item is equipped */ 1230 } /* item is equipped */
1121 } /* for loop of items */ 1231 } /* for loop of items */
1122 1232
1123 /* We've gone through all the objects the player has equipped. For many things, we 1233 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1234 * have generated intermediate values which we now need to assign.
1125 */ 1235 */
1126 1236
1127 /* 'total resistance = total protections - total vulnerabilities'. 1237 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1238 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1239 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1240 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1241 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1242 */
1133 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1134 op->resist[i] = prot[i] - vuln[i]; 1245 resist[i] = prot[i] - vuln[i];
1246
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1248 resist[i] = potion_resist[i];
1138 } 1249 }
1139 1250
1140 /* Figure out the players sp/mana/hp totals. */ 1251 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1252 if (type == PLAYER)
1253 {
1142 int pl_level; 1254 int pl_level;
1143 1255
1144 check_stat_bounds(&(op->stats)); 1256 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1257 pl_level = level;
1146 1258
1259 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1261
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1262 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1264 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1266 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1269 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1155 if (con_bonus[op->stats.Con]>0) 1271 if (con_bonus[stats.Con] > 0)
1156 j++; 1272 j++;
1157 else 1273 else
1158 j--; 1274 j--;
1159 } 1275 }
1276
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1278 }
1162 1279
1163 for(i=11;i<=op->level;i++) 1280 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1281 stats.maxhp += 2;
1165 1282
1166 if(op->stats.hp>op->stats.maxhp) 1283 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1284 stats.hp = stats.maxhp;
1168 1285
1169 /* Sp gain is controlled by the level of the player's 1286 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1287 * relevant experience object (mana_obj, see above)
1171 */ 1288 */
1172 /* following happen when skills system is not used */ 1289 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1290 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1291 mana_obj = this;
1292
1293 if (!grace_obj)
1294 grace_obj = this;
1295
1175 /* set maxsp */ 1296 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1297 if (!mana_obj || !mana_obj->level || type != PLAYER)
1298 mana_obj = this;
1177 1299
1178 if (mana_obj == op && op->type == PLAYER) { 1300 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1301 stats.maxsp = 1;
1180 } else { 1302 else
1303 {
1181 sp_tmp=0.0; 1304 sp_tmp = 0.0;
1305
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1306 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1307 {
1183 float stmp; 1308 float stmp;
1184 1309
1185 /* Got some extra bonus at first level */ 1310 /* Got some extra bonus at first level */
1186 if(i<2) { 1311 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1313 else
1190 stmp=(float)op->contr->levsp[i] 1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1315
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0; 1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1195 sp_tmp+=stmp; 1319 sp_tmp += stmp;
1196 } 1320 }
1321
1197 op->stats.maxsp=(int)sp_tmp; 1322 stats.maxsp = (int) sp_tmp;
1198 1323
1199 for(i=11;i<=mana_obj->level;i++) 1324 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1325 stats.maxsp += 2;
1201 } 1326 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1327 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1328 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1329 stats.sp = stats.maxsp * 2;
1205 1330
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1332 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this;
1208 1334
1209 if (grace_obj == op && op->type == PLAYER) { 1335 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1336 stats.maxgrace = 1;
1211 } else { 1337 else
1338 {
1212 /* store grace in a float - this way, the divisions below don't create 1339 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then 1340 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next 1341 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1342 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1343 */
1217 sp_tmp=0.0; 1344 sp_tmp = 0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1346 {
1219 float grace_tmp=0.0; 1347 float grace_tmp = 0.0;
1220 1348
1221 /* Got some extra bonus at first level */ 1349 /* Got some extra bonus at first level */
1222 if(i<2) { 1350 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1225 } else { 1353 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1354 grace_tmp = (float) contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] + 1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1356
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1231 sp_tmp+=grace_tmp; 1360 sp_tmp += grace_tmp;
1232 } 1361 }
1362
1233 op->stats.maxgrace=(int)sp_tmp; 1363 stats.maxgrace = (int) sp_tmp;
1234 1364
1235 /* two grace points per level after 11 */ 1365 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1366 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1367 stats.maxgrace += 2;
1238 } 1368 }
1239 /* No limit on grace vs maxgrace */ 1369 /* No limit on grace vs maxgrace */
1240 1370
1241 if(op->contr->braced) { 1371 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1372 {
1373 ac += 2;
1374 wc += 4;
1375 }
1245 else 1376 else
1246 ac-=dex_bonus[op->stats.Dex]; 1377 ac -= dex_bonus[stats.Dex];
1247 1378
1248 /* In new exp/skills system, wc bonuses are related to 1379 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1380 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1381 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1382 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1383 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1384 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1385 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1386 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1387 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1388 * monster bonus the same as before. -b.t.
1258 */ 1389 */
1259 1390
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1391 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) { 1394 for (i = 1; i < wc_obj->level; i++)
1395 {
1263 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1397 if (!(i % 6))
1398 wc--;
1265 /* addtional dam every 4 levels. */ 1399 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1268 } 1402 }
1403 }
1269 } else 1404 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1405 wc -= (level + thaco_bonus[stats.Str]);
1271 1406
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1407 stats.dam += dam_bonus[stats.Str];
1273 1408
1274 if(op->stats.dam<1) 1409 if (stats.dam < 1)
1275 op->stats.dam=1; 1410 stats.dam = 1;
1276 1411
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1412 speed = 1.0 + speed_bonus[stats.Dex];
1413
1278 if (settings.search_items && op->contr->search_str[0]) 1414 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1415 speed -= 1;
1416
1280 if (op->attacktype==0) 1417 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1418 attacktype = arch->clone.attacktype;
1282 1419
1283 } /* End if player */ 1420 } /* End if player */
1284 1421
1285 if(added_speed>=0) 1422 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1423 speed += added_speed / 10.0;
1287 else /* Something wrong here...: */ 1424 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1425 speed /= (float) (1.0 - added_speed);
1289 1426
1290 /* Max is determined by armour */ 1427 /* Max is determined by armour */
1291 if(op->speed>max) 1428 if (speed > max)
1292 op->speed=max; 1429 speed = max;
1293 1430
1294 if(op->type == PLAYER) { 1431 if (type == PLAYER)
1432 {
1295 /* f is a number the represents the number of kg above (positive num) 1433 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above 1434 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1435 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1436 * much above he is, and what is max carry is
1299 */ 1437 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1438 f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1440 speed = speed / (1.0 + f / max_carry[stats.Str]);
1302 } 1441 }
1303 1442
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1443 speed += bonus_speed / 10.0; /* Not affected by limits */
1305 1444
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1445 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1447 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1448 speed = speed * speed_reduce_from_disease;
1310 1449
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1450 if (speed < 0.01 && type == PLAYER)
1451 speed = 0.01;
1312 1452
1313 if(op->type == PLAYER) { 1453 if (type == PLAYER)
1454 {
1314 float M,W,s,D,K,S,M2; 1455 float M, W, s, D, K, S, M2;
1315 1456
1316 /* (This formula was made by vidarl@ifi.uio.no) 1457 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1458 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1459 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1460 * that would just be a real pain to read.
1320 */ 1461 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1462 M = (max_carry[stats.Str] - 121) / 121.0;
1322 M2=max_carry[op->stats.Str]/100.0; 1463 M2 = max_carry[stats.Str] / 100.0;
1323 W=weapon_weight/20000.0; 1464 W = weapon_weight / 20000.0;
1324 s=2-weapon_speed/10.0; 1465 s = 2 - weapon_speed / 10.0;
1325 D=(op->stats.Dex-14)/14.0; 1466 D = (stats.Dex - 14) / 14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1468 K *= (4 + level) / (float) (6 + level) * 1.2;
1328 if(K<=0) K=0.01; 1469 if (K <= 0)
1470 K = 0.01;
1329 S=op->speed/(K*s); 1471 S = speed / (K * s);
1330 op->contr->weapon_sp=S; 1472 contr->weapon_sp = S;
1331 } 1473 }
1474
1332 /* I want to limit the power of small monsters with big weapons: */ 1475 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3; 1477 stats.dam = arch->clone.stats.dam * 3;
1336 1478
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1479 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits, 1480 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1481 * so its value is the same.
1340 */ 1482 */
1341 if (wc>120) wc=120; 1483 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1343 op->stats.wc=wc; 1488 stats.wc = wc;
1344 1489
1345 if (ac>120) ac=120; 1490 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1347 op->stats.ac=ac; 1495 stats.ac = ac;
1348 1496
1349 /* if for some reason the creature doesn't have any move type, 1497 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1498 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1499 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1500 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1501 * one or the other.
1354 */ 1502 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1503 if (move_type == 0)
1504 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK;
1357 1507
1358 update_ob_speed(op); 1508 if (speed != old_speed)
1509 set_speed (speed);
1359 1510
1360 /* It is quite possible that a player's spell costing might have changed, 1511 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1512 * so we will check that now.
1362 */ 1513 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1514 if (type == PLAYER)
1515 {
1516 esrv_update_stats (contr);
1517 esrv_update_spells (contr);
1518 }
1519
1520 // update the mapspace, if we are on a map
1521 if (!flag [FLAG_REMOVED] && map)
1522 map->at (x, y).flags_ = 0;
1364} 1523}
1365 1524
1366/* 1525/*
1367 * Returns true if the given player is a legal class. 1526 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1527 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1528 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1529 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1530 * false otherwise.
1372 */ 1531 */
1373 1532int
1374int allowed_class(const object *op) { 1533allowed_class (const object *op)
1534{
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1535 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1536 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1377 op->stats.Cha>0;
1378} 1537}
1379 1538
1380/* 1539/*
1381 * set the new dragon name after gaining levels or 1540 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1541 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1544 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1545 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1546 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1547 * Please, anyone, write support for 'ext_title'.
1389 */ 1548 */
1549void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1550set_dragon_name (object *pl, const object *abil, const object *skin)
1551{
1391 int atnr=-1; /* attacknumber of highest level */ 1552 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1553 int level = 0; /* highest level */
1393 int i; 1554 int i;
1394 1555
1395 /* Perhaps do something more clever? */ 1556 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1557 if (!abil || !skin)
1397 1558 return;
1559
1398 /* first, look for the highest level */ 1560 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1561 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1562 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1563 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1564 {
1402 level = abil->resist[i]; 1565 level = abil->resist[i];
1403 atnr = i; 1566 atnr = i;
1404 } 1567 }
1405 } 1568 }
1406 1569
1407 /* now if there are equals at highest level, pick the one with focus, 1570 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1571 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1572 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1573 atnr = abil->stats.exp;
1412 1574
1413 level = (int)(level/5.); 1575 level = (int) (level / 5.);
1414 1576
1415 /* now set the new title */ 1577 /* now set the new title */
1416 if (pl->contr != NULL) { 1578 if (pl->contr != NULL)
1579 {
1417 if(level == 0) 1580 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1582 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1583 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1584 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1585 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1586 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1587 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else 1588 else
1589 {
1590 /* special titles for extra high resistance! */
1591 if (skin->resist[atnr] > 80)
1592 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1593 else if (skin->resist[atnr] > 50)
1594 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1595 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1596 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1597 }
1434 } 1598 }
1435 1599
1436 strcpy(pl->contr->own_title, ""); 1600 strcpy (pl->contr->own_title, "");
1437} 1601}
1438 1602
1439/* 1603/*
1440 * This function is called when a dragon-player gains 1604 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1605 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1606 * or change the ability-focus.
1443 */ 1607 */
1608void
1444void dragon_level_gain(object *who) { 1609dragon_level_gain (object *who)
1610{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1611 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1612 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1613 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1614 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1615
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1616 /* now grab the 'dragon_ability'-forces from the player's inventory */
1617 shstr_cmp dragon_ability_force ("dragon_ability_force");
1618 shstr_cmp dragon_skin_force ("dragon_skin_force");
1619
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1620 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1621 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1622 if (tmp->arch->name == dragon_ability_force)
1454 abil = tmp; 1623 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1624 else if (tmp->arch->name == dragon_skin_force)
1456 skin = tmp; 1625 skin = tmp;
1457 } 1626
1458 }
1459 /* if the force is missing -> bail out */ 1627 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1628 if (abil == NULL)
1461 1629 return;
1630
1462 /* The ability_force keeps track of maximum level ever achieved. 1631 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1632 * New abilties can only be gained by surpassing this max level
1464 */ 1633 */
1465 if (who->level > abil->level) { 1634 if (who->level > abil->level)
1635 {
1466 /* increase our focused ability */ 1636 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1637 abil->resist[abil->stats.exp]++;
1468
1469 1638
1639
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1640 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1641 {
1471 /* time to hand out a new ability-gift */ 1642 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1643 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1644 }
1475 1645
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1646 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1647 {
1477 /* apply new ability focus */ 1648 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1649 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1650 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1651
1482 abil->stats.exp = abil->last_eat; 1652 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1653 abil->last_eat = 0;
1484 } 1654 }
1485 1655
1486 abil->level = who->level; 1656 abil->level = who->level;
1487 } 1657 }
1488 1658
1489 /* last but not least, set the new title for the dragon */ 1659 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1660 set_dragon_name (who, abil, skin);
1491} 1661}
1492 1662
1493/* Handy function - given the skill name skill_name, we find the skill 1663/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1664 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1665 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1666 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1667 * want to do something with it immediately.
1498 */ 1668 */
1669object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1670give_skill_by_name (object *op, const char *skill_name)
1500{ 1671{
1501 object *skill_obj; 1672 object *skill_obj;
1502 1673
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1674 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1675 if (!skill_obj)
1676 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1677 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1678 return NULL;
1507 } 1679 }
1508 /* clear the flag - exp goes into this bucket, but player 1680 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1681 * still doesn't know it.
1510 */ 1682 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1683 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1684 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1685 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1686 insert_ob_in_ob (skill_obj, op);
1687
1515 if (op->contr) { 1688 if (op->contr)
1689 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1690 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1691 if (op->contr->ns)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1692 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1693 }
1694
1519 return skill_obj; 1695 return skill_obj;
1520} 1696}
1521 1697
1522 1698
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1699/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1700 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1701 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1702 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1703 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1704 * (eg, skill)
1529 */ 1705 */
1706void
1530void player_lvl_adj(object *who, object *op) { 1707player_lvl_adj (object *who, object *op)
1708{
1531 char buf[MAX_BUF]; 1709 char buf[MAX_BUF];
1532 1710
1533 if(!op) /* when rolling stats */ 1711 if (!op) /* when rolling stats */
1534 op = who; 1712 op = who;
1535 1713
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1714 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1715 {
1537 op->level++; 1716 op->level++;
1538 1717
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1718 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1719 dragon_level_gain (who);
1541 1720
1542 /* Only roll these if it is the player (who) that gained the level */ 1721 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1722 if (op == who && (who->level < 11) && who->type == PLAYER)
1723 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1724 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1725 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1726 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1727 }
1728
1729 who->update_stats ();
1730 if (op->level > 1)
1547 } 1731 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1732 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1733 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1734 else
1735 sprintf (buf, "You are now level %d.", op->level);
1736 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1737 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1738 }
1739 player_lvl_adj (who, op); /* To increase more levels */
1740 }
1741 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1742 {
1743 op->level--;
1744 who->update_stats ();
1745 if (op->type != PLAYER)
1564 } 1746 {
1747 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1748 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1749 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1750 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1751 }
1752
1567 /* check if the spell data has changed */ 1753 /* check if the spell data has changed */
1754 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1755 esrv_update_spells (who->contr);
1569} 1756}
1570 1757
1571/* 1758/*
1572 * Returns how much experience is needed for a player to become 1759 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1760 * the given level. level should really never exceed max_level
1574 */ 1761 */
1575 1762
1763sint64
1576sint64 level_exp(int level,double expmul) { 1764level_exp (int level, double expmul)
1765{
1577 if (level > settings.max_level) 1766 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1767 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]); 1768 return (sint64) (expmul * levels[level]);
1580} 1769}
1581 1770
1582/* 1771/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1772 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1773 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1774 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1775 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1776 * this can now work on a much larger set of objects.
1588 */ 1777 */
1778void
1589void calc_perm_exp(object *op) 1779calc_perm_exp (object *op)
1590{ 1780{
1591 int p_exp_min; 1781 int p_exp_min;
1592 1782
1593 /* Ensure that our permanent experience minimum is met. 1783 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1784 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1785 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1786 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1787
1598 if (op->perm_exp < p_exp_min) 1788 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1789 op->perm_exp = p_exp_min;
1600 1790
1601 /* Cap permanent experience. */ 1791 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1792 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1793 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1794 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1795 op->perm_exp = MAX_EXPERIENCE;
1606} 1796}
1607
1608 1797
1609/* Add experience to a player - exp should only be positive. 1798/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1799 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1800 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1801 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1802 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1803 * flag is what to do if the player doesn't have the skill:
1615 */ 1804 */
1616 1805static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1806add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1807{
1619 object *skill_obj=NULL; 1808 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1809 sint64 limit, exp_to_add;
1621 int i; 1810 int i;
1622 1811
1623 /* prevents some forms of abuse. */ 1812 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1813 if (op->contr->braced)
1814 exp = exp / 5;
1625 1815
1626 /* Try to find the matching skill. 1816 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1817 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1818 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1819 * the players inventory.
1630 */ 1820 */
1631 if (skill_name) { 1821 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1822 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1823 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1824 skill_obj = op->chosen_skill;
1635 else { 1825 else
1826 {
1636 for (i=0; i<NUM_SKILLS; i++) 1827 for (i = 0; i < NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1828 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1829 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1830 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1831 break;
1641 } 1832 }
1642 1833
1643 /* Player doesn't have the skill. Check to see what to do, and give 1834 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1835 * it to the player if necessary
1645 */ 1836 */
1646 if (!skill_obj) { 1837 if (!skill_obj)
1838 {
1647 if (flag == SK_EXP_NONE) return; 1839 if (flag == SK_EXP_NONE)
1840 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1841 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1842 give_skill_by_name (op, skill_name);
1650 } 1843 }
1651 } 1844 }
1652 } 1845 }
1653 1846
1847 if (flag != SK_EXP_SKILL_ONLY)
1848 {
1654 /* Basically, you can never gain more experience in one shot 1849 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1850 * than half what you need to gain for next level.
1656 */ 1851 */
1657 exp_to_add = exp; 1852 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1853 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1854 if (exp_to_add > limit)
1855 exp_to_add = limit;
1660 1856
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1857 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1858 if (settings.permanent_exp_ratio)
1859 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1860 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1861 calc_perm_exp (op);
1665 } 1862 }
1666 1863
1667 player_lvl_adj(op,NULL); 1864 player_lvl_adj (op, NULL);
1865 }
1866
1668 if (skill_obj) { 1867 if (skill_obj)
1868 {
1669 exp_to_add = exp; 1869 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1870 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1871 if (exp_to_add > limit)
1872 exp_to_add = limit;
1873
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1874 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1875 if (settings.permanent_exp_ratio)
1876 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1877 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1878 calc_perm_exp (skill_obj);
1676 } 1879 }
1880
1677 player_lvl_adj(op,skill_obj); 1881 player_lvl_adj (op, skill_obj);
1678 } 1882 }
1679} 1883}
1680 1884
1681/* This function checks to make sure that object 'op' can 1885/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1886 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1888 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1889 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1890 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1891 * amount that should get subtract from the player.
1688 */ 1892 */
1893sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1894check_exp_loss (const object *op, sint64 exp)
1690{ 1895{
1691 sint64 del_exp; 1896 sint64 del_exp;
1692 1897
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1898 if (exp > op->stats.exp)
1899 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1900 if (settings.permanent_exp_ratio)
1901 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1902 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1903 if (del_exp < 0)
1904 del_exp = 0;
1697 if (exp > del_exp) exp=del_exp; 1905 if (exp > del_exp)
1906 exp = del_exp;
1698 } 1907 }
1699 return exp; 1908 return exp;
1700} 1909}
1701 1910
1911sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1912check_exp_adjust (const object *op, sint64 exp)
1703{ 1913{
1914 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1915 return check_exp_loss (op, exp);
1916 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1917 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1918}
1707 1919
1708 1920
1709/* Subtracts experience from player. 1921/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1922 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1716 * as much as listed. Eg, if player has gotten reduced to the point 1928 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1929 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1930 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1931 * a postive number.
1720 */ 1932 */
1933static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1934subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1935{
1723 float fraction = (float) exp/(float) op->stats.exp; 1936 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1937 object *tmp;
1725 sint64 del_exp; 1938 sint64 del_exp;
1726 1939
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1940 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1941 if (tmp->type == SKILL && tmp->stats.exp)
1942 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1943 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1944 {
1730 del_exp = check_exp_loss(tmp, exp); 1945 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1946 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1947 player_lvl_adj (op, tmp);
1948 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1949 else if (flag != SK_SUBTRACT_SKILL_EXP)
1950 {
1734 /* only want to process other skills if we are not trying 1951 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1952 * to match a specific skill.
1736 */ 1953 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1954 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1955 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1956 player_lvl_adj (op, tmp);
1740 } 1957 }
1741 } 1958 }
1959
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1960 if (flag != SK_SUBTRACT_SKILL_EXP)
1961 {
1743 del_exp = check_exp_loss(op, exp); 1962 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1963 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1964 player_lvl_adj (op, NULL);
1746 } 1965 }
1747} 1966}
1748
1749
1750 1967
1751/* change_exp() - changes experience to a player/monster. This 1968/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1969 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1970 *
1754 * The exp passed is typically not modified much by this function - 1971 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1972 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1973 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1974 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1975 * these last two values are only used for players.
1759 */ 1976 */
1760 1977void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1978change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1979{
1762 1980
1763#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1983#endif
1769#endif
1770 1984
1771 /* safety */ 1985 /* safety */
1772 if(!op) { 1986 if (!op)
1987 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1988 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1989 return;
1775 } 1990 }
1776 1991
1777 /* if no change in exp, just return - most of the below code 1992 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1993 * won't do anything if the value is 0 anyways.
1779 */ 1994 */
1780 if (exp == 0) return; 1995 if (exp == 0)
1996 return;
1781 1997
1782 /* Monsters are easy - we just adjust their exp - we 1998 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1999 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 2000 * the exp they have - the monsters exp represents what its
1785 * worth. 2001 * worth.
1786 */ 2002 */
1787 if(op->type != PLAYER) { 2003 if (op->type != PLAYER)
2004 {
1788 /* Sanity check */ 2005 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2006 if (!QUERY_FLAG (op, FLAG_ALIVE))
2007 return;
1790 2008
1791 /* reset exp to max allowed value. We subtract from 2009 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2010 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 2011 * more than max exp, just return.
2012 */
2013 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2014 {
2015 exp = MAX_EXPERIENCE - op->stats.exp;
2016 if (exp < 0)
2017 return;
2018 }
2019
2020 op->stats.exp += exp;
2021 }
2022 else
2023 { /* Players only */
2024 if (exp > 0)
2025 add_player_exp (op, exp, skill_name, flag);
2026 else
2027 /* note that when you lose exp, it doesn't go against
2028 * a particular skill, so we don't need to pass that
2029 * along.
1794 */ 2030 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 2031 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 2032 }
1813} 2033}
1814 2034
1815/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 2038 */
1819 2039
2040void
1820void apply_death_exp_penalty(object *op) { 2041apply_death_exp_penalty (object *op)
2042{
1821 object *tmp; 2043 object *tmp;
1822 sint64 loss; 2044 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 2047
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 2048 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 2049 if (tmp->type == SKILL && tmp->stats.exp)
2050 {
1828 2051
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2053 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 2054
1832 /* With the revised exp system, you can get cases where 2055 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 2056 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 2057 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 2058 * tables is a lot harder.
1836 */ 2059 */
1837 if (level_loss < 0) level_loss = 0; 2060 if (level_loss < 0)
2061 level_loss = 0;
1838 2062
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 2064
1841 tmp->stats.exp -= loss; 2065 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 2066 player_lvl_adj (op, tmp);
1843 } 2067 }
1844 2068
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 2071 if (level_loss < 0)
2072 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 2074
1850 op->stats.exp -= loss; 2075 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 2076 player_lvl_adj (op, NULL);
1852} 2077}
1853 2078
1854/* This function takes an object (monster/player, op), and 2079/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 2080 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 2081 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 2082 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 2083 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 2084 * Returns 1 if op makes his save, 0 if he failed
1860 */ 2085 */
2086int
1861int did_make_save(const object *op, int level, int bonus) 2087did_make_save (const object *op, int level, int bonus)
1862{ 2088{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2089 if (level > MAX_SAVE_LEVEL)
2090 level = MAX_SAVE_LEVEL;
1864 2091
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2092 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 2093 return 0;
2094
2095 return 1;
1868} 2096}
1869

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