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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 236
276/* 237/*
277 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 239 * is added to the specified stat.
279 */ 240 */
280
281void 241void
282change_attr_value(living *stats,int attr,sint8 value) { 242change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 243{
284 switch(attr) { 244 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 245}
335 246
336/* 247/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 249 * 1-30 stat limit.
339 */ 250 */
340 251void
341void check_stat_bounds(living *stats) { 252check_stat_bounds (living *stats)
342 int i,v; 253{
343 for(i=0;i<NUM_STATS;i++) 254 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 255 {
345 set_attr_value(stats,i,MAX_STAT); 256 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 258 }
348} 259}
349 260
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 262
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 266 */
356#define DIFF_MSG(flag, msg1, msg2) \ 267#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 269
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271
360/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 273 * the object.
362 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 275 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 278 * 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 279 * 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 280 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 281 * that gives them that ability.
370 */ 282 */
283int
371int change_abil(object *op, object *tmp) { 284change_abil (object *op, object *tmp)
285{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 287 char message[MAX_BUF];
375 int potion_max=0; 288 int potion_max = 0;
376 289
377 /* remember what object was like before it was changed. note that 290 /* 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 291 * 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 292 * found by update_stats. refop is not a real object
380 */ 293 */
381 memcpy(&refop, op, sizeof(object)); 294 object_copy refop = *op;
382 295
383 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
384 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
385 potion_max=1; 300 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 302 {
303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j);
388 305
389 ostat = get_attr_value(&(op->contr->orig_stats),j);
390 i = get_attr_value(&(tmp->stats),j);
391
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 } 317 nstat = 20 + op->arch->clone.stats.stat (j);
404 if (nstat != ostat) { 318
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 319 if (nstat != ostat)
406 potion_max=0; 320 {
407 } 321 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 322 potion_max = 0;
323 }
324 else if (i)
325 {
409 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 327 potion_max = 1;
411 } 328 }
412 } 329 }
330
413 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 333 * recalculates this anyway.
416 */ 334 */
417 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
419 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 339 } /* end of potion handling code */
421 } 340 }
422 341
423 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 343 * everything to set
425 */ 344 */
426 if(flag == -1) { 345 if (flag == -1)
346 {
427 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 352 * and not the other move_ fields.
433 */ 353 */
434 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
435 } 355 }
436 356
437 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
440 */ 360 */
441 fix_player(op); 361 op->update_stats ();
442 362
443 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 364 * print out message if this is a bow.
445 */ 365 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 367 {
368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 }
371
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 373 {
374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 }
377
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 379 {
380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 }
383
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
466 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 394 * from fly high)
471 */ 395 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != refop.move_type)
473 success=1; 397 {
398 success = 1;
474 399
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
477 */ 402 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 406 }
481 407
482 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
483 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 411 * in that case, you don't actually land
485 */ 412 */
486 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (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.")); 415 }
489 } 416
490 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 419
493 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 421 check_move_on (op, op);
495 } 422 }
496 423
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 425 * originally undead may change their status
499 */ 426 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 {
502 success=1; 430 success = 1;
503 if(flag>0) { 431 if (flag > 0)
504 if(op->race) free_string(op->race); 432 {
505 op->race=add_string("undead"); 433 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 435 }
508 if(op->race) free_string(op->race); 436 else
509 if(op->arch->clone.race) 437 {
510 op->race=add_string(op->arch->clone.race); 438 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
514 } 441 }
515 }
516 442
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 444 {
445 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 447 }
448
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 450 {
451 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 453 }
454
525 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 456 * vision
527 */ 457 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 459 {
530 if(flag>0) { 460 success = 1;
461 if (flag > 0)
462 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 463 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 465 else
466 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 469 if (op->type == PLAYER)
537 op->contr->do_los=1; 470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (QUERY_FLAG (op, FLAG_WIZ))
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
538 } 485 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 486
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 488 {
489 success = 1;
553 if(op->type==PLAYER) 490 if (op->type == PLAYER)
554 op->contr->do_los=1; 491 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 493 }
557 494
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 496 {
560 if(flag>0) { 497 success = 1;
498 if (flag > 0)
499 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 500 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 502 else
503 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 505 if (op->type == PLAYER)
566 op->contr->do_los=1; 506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (QUERY_FLAG (op, FLAG_WIZ))
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else
514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER)
517 op->contr->do_los = 1;
518 }
519 }
567 } 520 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 521
579 if(tmp->stats.luck) { 522 if (tmp->stats.luck)
580 success=1; 523 {
524 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 526 }
583 527
584 if(tmp->stats.hp && op->type==PLAYER) { 528 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 } 529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
589 533
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 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 } 535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
595 539
596 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 541 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 } 542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
602 546
603 if(tmp->stats.food && op->type==PLAYER) { 547 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 } 548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
613 if (op->resist[i] != refop.resist[i]) { 556 if (i == ATNR_PHYSICAL)
614 success=1; 557 continue; /* Don't display about armour */
558
615 if (op->resist[i] > refop.resist[i]) 559 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]);
621 560 {
561 success = 1;
562 if (op->resist[i] > refop.resist[i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
564 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
566
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 568 }
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 } 569 }
632 } 570
571 if (!potion_max)
633 } 572 {
573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j))
576 {
577 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 }
580 }
581 }
582
634 return success; 583 return success;
635} 584}
636 585
637/* 586/*
638 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 589 */
641 590void
642void drain_stat(object *op) { 591object::drain_stat ()
592{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
644} 594}
645 595
596void
646void drain_specific_stat(object *op, int deplete_stats) { 597object::drain_specific_stat (int deplete_stats)
598{
647 object *tmp; 599 object *tmp;
648 archetype *at; 600 archetype *at;
649 601
650 at = find_archetype(ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 603 if (!at)
604 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 606 return;
607 }
654 } else { 608 else
609 {
655 tmp = present_arch_in_ob(at, op); 610 tmp = present_arch_in_ob (at, this);
611
656 if (!tmp) { 612 if (!tmp)
613 {
657 tmp = arch_to_object(at); 614 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
660 } 617 }
661 } 618 }
662 619
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 622 update_stats ();
666} 623}
667 624
668/* 625/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 627 * via an applied bad_luck object.
671 */ 628 */
672 629void
673void change_luck(object *op, int value) { 630object::change_luck (int value)
674 object *tmp; 631{
675 archetype *at; 632 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 633 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 635 else
636 {
682 tmp = present_arch_in_ob(at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
683 if (!tmp) { 639 if (!tmp)
640 {
641 if (!value)
642 return;
643
644 tmp = arch_to_object (at);
645 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED);
647 }
648
684 if (!value) 649 if (value)
685 return; 650 {
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 651 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 653 * in op itself).
694 */ 654 */
695 new_luck = tmp->stats.luck+value; 655 int new_luck = tmp->stats.luck + value;
656
696 if (new_luck >= -100 && new_luck <= 100) { 657 if (new_luck >= -100 && new_luck <= 100)
658 {
697 op->stats.luck+=value; 659 stats.luck += value;
698 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
661 }
699 } 662 }
700 } else { 663 else
664 {
701 if (!tmp->stats.luck) { 665 if (!tmp->stats.luck)
702 return; 666 return;
703 } 667
704 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
706 */ 670 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 {
708 int diff = tmp->stats.luck>0?-1:1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
674
709 op->stats.luck += diff; 675 stats.luck += diff;
710 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
677 }
711 } 678 }
712 }
713 } 679 }
714} 680}
715 681
716/* 682/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 684 */
719 685void
720void remove_statbonus(object *op) { 686object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 687{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 688 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 689 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 690 sint8 v = arch->clone.stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 691 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 692 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 693 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 694}
736 695
737/* 696/*
738 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 698 */
740 699void
741void add_statbonus(object *op) { 700object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 701{
743 op->stats.Dex += op->arch->clone.stats.Dex; 702 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 703 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 704 sint8 v = arch->clone.stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 705 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 706 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 707 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 708}
757 709
758/* 710/*
759 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
764 */ 716 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
767 */ 719 */
768 720void
769void fix_player(object *op) { 721object::update_stats ()
722{
770 int i,j; 723 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 724 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; 725 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
777 730
778 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 732 if (type == PLAYER)
733 {
780 for(i=0;i<NUM_STATS;i++) { 734 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
782 } 736
783 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 738 contr->encumbrance = 0;
785 739
786 op->attacktype=0; 740 attacktype = 0;
787 op->contr->digestion = 0; 741
788 op->contr->gen_hp = 0; 742 contr->digestion = 0;
789 op->contr->gen_sp = 0; 743 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 744 contr->gen_sp = 0;
745 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 747 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 748 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 749
805 if(op->slaying!=NULL) { 750 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 751 slot[i].used = slot[i].info;
807 op->slaying=NULL; 752
808 } 753 slaying = 0;
754
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 755 if (!QUERY_FLAG (this, FLAG_WIZ))
756 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 759 }
813 760
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 763 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);
825 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
826 op->path_attuned=op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
831 op->chosen_skill = NULL; 776 chosen_skill = 0;
832 777
833 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
834 * archetype clone 779 * archetype clone
835 */ 780 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 782
838 for (i=0;i<NROFATTACKS;i++) { 783 for (i = 0; i < NROFATTACKS; i++)
784 {
839 if (op->resist[i] > 0) 785 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 786 prot[i] = resist[i], vuln[i] = 0;
841 else 787 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
843 potion_resist[i]=0; 790 potion_resist[i] = 0;
844 } 791 }
845 792
846 wc=op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
848 795
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * 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, 799 * 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 800 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 801 * that their protection from physical goes down
855 */ 802 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 807 }
860 else 808 else
861 ac=op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
862 810
863 op->stats.luck=op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
865 813
866 /* OK - we've reset most all the objects attributes to sane values. 814 /* 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. 815 * now go through and make adjustments for what the player has equipped.
868 */ 816 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 817 for (tmp = inv; tmp; tmp = tmp->below)
818 {
871 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
873 */ 821 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
875 824
876 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 827 * then calls this function.
879 */ 828 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 830 continue;
882 }
883 831
884 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 833 if (tmp->type == SKILL)
834 {
886 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 836 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 837 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 838 if (!mana_obj)
890 } 839 mana_obj = tmp;
840 else if (tmp->level > mana_obj->level)
841 mana_obj = tmp;
842 }
843
891 if (IS_GRACE_SKILL(tmp->subtype)) { 844 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 845 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 846 if (!grace_obj)
894 } 847 grace_obj = tmp;
895 } 848 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp;
850 }
851 }
896 852
897 /* Container objects are not meant to adjust a players, but other applied 853 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 854 * objects need to make adjustments.
899 * This block should handle all player specific changes 855 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 856 * 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. 857 * 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, 858 * 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 859 * because the skill shouldn't count against body positions being used
904 * up, etc. 860 * up, etc.
905 */ 861 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 863 && tmp->type != CONTAINER
908 if(op->type==PLAYER) { 864 && tmp->type != CLOSE_CON)
909 if (tmp->type == BOW) 865 || (tmp->type == SKILL
910 op->contr->ranges[range_bow] = tmp; 866 && tmp->subtype == SK_PRAYING))
867 {
868 if (type == PLAYER)
869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
911 873
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 874 for (i = 0; i < NUM_STATS; i++)
913 op->contr->ranges[range_misc] = tmp; 875 change_attr_value (&stats, i, tmp->stats.stat (i));
914 876
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
921 */ 880 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 886 tmp->type == BRACERS || tmp->type == CLOAK ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 887 tmp->type == DISEASE || tmp->type == FORCE ||
929 (tmp->type == SKILL)) { 888 tmp->type == SKILL)
889 {
930 op->contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
936 } 896 }
937 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
938 903
939 /* Update slots used for items */ 904 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
943 }
944 908
945 if(tmp->type==SYMPTOM) { 909 if (tmp->type == SYMPTOM)
910 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 921 */
955 if (tmp->type != POTION) { 922 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 923 {
924 for (i = 0; i < NROFATTACKS; i++)
925 {
957 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
959 */ 928 */
960 if (tmp->type==POTION_EFFECT) { 929 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 930 {
931 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 933 else
964 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
965 } 935 }
966 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 940 }
971 } 941 }
972 942
973 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 945 || current_weapon == tmp)
946 {
947 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type;
952 stats.luck += tmp->stats.luck;
953 }
976 954
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 955 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); 956 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); 957 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); 958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 960 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); 961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 962
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 964 SET_FLAG (this, FLAG_UNDEAD);
993 965
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS); 967 {
996 op->invisible=1; 968 SET_FLAG (this, FLAG_MAKE_INVIS);
997 } 969 invisible = 1;
970 }
998 971
999 if(tmp->stats.exp && tmp->type!=SKILL) { 972 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 973 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 974 if (tmp->stats.exp > 0)
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 975 {
1003 } else 976 added_speed += tmp->stats.exp / 3.f;
1004 added_speed+=(float)tmp->stats.exp; 977 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1005 } 978 }
979 else
980 added_speed += tmp->stats.exp;
981 }
1006 982
1007 switch(tmp->type) { 983 switch (tmp->type)
984 {
985#if 0
986 case WAND:
987 case ROD:
988 case HORN:
989 if (type != PLAYER || current_weapon == tmp)
990 chosen_skill = tmp;
991 break;
992#endif
993
1008 /* skills modifying the character -b.t. */ 994 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 995 /* for all skills and skill granting objects */
1010 case SKILL: 996 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
998 break;
1012 999
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1014 1002
1015 if (op->chosen_skill) { 1003 if (chosen_skill)
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1017 } 1005
1018 op->chosen_skill = tmp; 1006 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1007
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1008 if (tmp->stats.dam > 0)
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1009 { /* skill is a 'weapon' */
1022 if(weapon_speed<0) weapon_speed = 0; 1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_weight=tmp->weight; 1011 weapon_speed = WEAPON_SPEED (tmp);
1012
1013 if (weapon_speed < 0)
1014 weapon_speed = 0;
1015
1016 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029 1018
1030 if(tmp->slaying!=NULL) { 1019 if (tmp->magic)
1031 if (op->slaying != NULL) 1020 stats.dam += tmp->magic;
1032 free_string (op->slaying); 1021 }
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1022
1036 if(tmp->stats.ac) 1023 if (tmp->stats.wc)
1037 ac-=(tmp->stats.ac+tmp->magic); 1024 wc -= tmp->stats.wc + tmp->magic;
1025
1026 if (tmp->slaying)
1027 slaying = tmp->slaying;
1028
1029 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic;
1031
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043 1034
1044 case SKILL_TOOL: 1035 break;
1045 if (op->chosen_skill) { 1036
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1040
1053 case SHIELD: 1041 chosen_skill = tmp;
1042 break;
1043
1044 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1047 case RING:
1057 case AMULET: 1048 case AMULET:
1058 case GIRDLE: 1049 case GIRDLE:
1059 case HELMET: 1050 case HELMET:
1060 case BOOTS: 1051 case BOOTS:
1061 case GLOVES: 1052 case GLOVES:
1062 case CLOAK: 1053 case CLOAK:
1063 if(tmp->stats.wc) 1054 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1056
1057 if (tmp->stats.dam)
1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1060 if (tmp->stats.ac)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 break;
1064
1065 case BOW:
1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1069 wc -= tmp->stats.wc + tmp->magic;
1070
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1073
1074 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1075 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1077
1079 if(tmp->slaying!=NULL) { 1078 if (weapon_speed < 0)
1080 if (op->slaying != NULL) 1079 weapon_speed = 0;
1081 free_string (op->slaying); 1080
1082 add_refcount(op->slaying = tmp->slaying); 1081 slaying = tmp->slaying;
1083 } 1082
1084 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1086 * go. 1085 * go.
1087 */ 1086 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098 1087
1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1092
1093 break;
1094
1099 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000; 1097 contr->encumbrance += tmp->weight / 1000;
1102 1098
1103 case BRACERS: 1099 case BRACERS:
1104 case FORCE: 1100 case FORCE:
1105 if(tmp->stats.wc) { 1101 if (tmp->stats.wc)
1106 if(best_wc<tmp->stats.wc+tmp->magic) { 1102 {
1107 wc+=best_wc; 1103 if (best_wc < tmp->stats.wc + tmp->magic)
1108 best_wc=tmp->stats.wc+tmp->magic; 1104 {
1109 } else 1105 wc += best_wc;
1110 wc+=tmp->stats.wc+tmp->magic; 1106 best_wc = tmp->stats.wc + tmp->magic;
1111 } 1107 }
1112 if(tmp->stats.ac) { 1108 else
1113 if(best_ac<tmp->stats.ac+tmp->magic) { 1109 wc += tmp->stats.wc + tmp->magic;
1110 }
1111
1112 if (tmp->stats.ac)
1113 {
1114 if (best_ac < tmp->stats.ac + tmp->magic)
1115 {
1114 ac+=best_ac; /* Remove last bonus */ 1116 ac += best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic; 1117 best_ac = tmp->stats.ac + tmp->magic;
1116 } 1118 }
1117 else /* To nullify the below effect */ 1119 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic; 1120 ac += tmp->stats.ac + tmp->magic;
1119 } 1121 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1122
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1123 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1126 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1123 max=ARMOUR_SPEED(tmp)/10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128 1131
1132 break;
1133 } /* switch tmp->type */
1134 } /* item is equipped */
1135 } /* for loop of items */
1136
1129 /* We've gone through all the objects the player has equipped. For many things, we 1137 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1138 * have generated intermediate values which we now need to assign.
1131 */ 1139 */
1132 1140
1133 /* 'total resistance = total protections - total vulnerabilities'. 1141 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1142 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1143 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1146 */
1139 for (i=0; i<NROFATTACKS; i++) { 1147 for (i = 0; i < NROFATTACKS; i++)
1148 {
1140 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1144 } 1153 }
1145 1154
1146 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) { 1156 if (type == PLAYER)
1157 {
1148 int pl_level; 1158 int pl_level;
1149 1159
1150 check_stat_bounds(&(op->stats)); 1160 check_stat_bounds (&(stats));
1151 pl_level=op->level; 1161 pl_level = level;
1152 1162
1163 if (pl_level < 1)
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1165
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1168 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1160 if(i%2 && con_bonus[op->stats.Con]%2) { 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1161 if (con_bonus[op->stats.Con]>0) 1174 {
1162 j++; 1175 if (con_bonus[stats.Con] > 0)
1163 else 1176 j++;
1164 j--; 1177 else
1165 } 1178 j--;
1179 }
1180
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1167 } 1182 }
1168 1183
1169 for(i=11;i<=op->level;i++) 1184 for (i = 11; i <= level; i++)
1170 op->stats.maxhp+=2; 1185 stats.maxhp += 2;
1171 1186
1172 if(op->stats.hp>op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1173 op->stats.hp=op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1174 1189
1175 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1177 */ 1192 */
1178 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op; 1194 if (!mana_obj)
1180 if(!grace_obj) grace_obj = op; 1195 mana_obj = this;
1196
1197 if (!grace_obj)
1198 grace_obj = this;
1199
1181 /* set maxsp */ 1200 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1202 mana_obj = this;
1183 1203
1184 if (mana_obj == op && op->type == PLAYER) { 1204 if (mana_obj == this && type == PLAYER)
1185 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1186 } else { 1206 else
1187 sp_tmp=0.0; 1207 {
1208 sp_tmp = 0.f;
1209
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1189 float stmp; 1211 {
1212 float stmp;
1190 1213
1191 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1192 if(i<2) { 1215 if (i < 2)
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1194 (float)sp_bonus[op->stats.Int])/6.0); 1217 else
1195 } else { 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204 1219
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp;
1224 }
1225
1226 stats.maxsp = (sint16)sp_tmp;
1227
1205 for(i=11;i<=mana_obj->level;i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1206 op->stats.maxsp+=2; 1229 stats.maxsp += 2;
1207 } 1230 }
1208 /* Characters can get their sp supercharged via rune of transferrance */ 1231 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2) 1232 if (stats.sp > stats.maxsp * 2)
1210 op->stats.sp=op->stats.maxsp*2; 1233 stats.sp = stats.maxsp * 2;
1211 1234
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1236 if (!grace_obj || !grace_obj->level || type != PLAYER)
1237 grace_obj = this;
1214 1238
1215 if (grace_obj == op && op->type == PLAYER) { 1239 if (grace_obj == this && type == PLAYER)
1216 op->stats.maxgrace = 1; 1240 stats.maxgrace = 1;
1217 } else { 1241 else
1242 {
1218 /* store grace in a float - this way, the divisions below don't create 1243 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then 1244 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next 1245 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful. 1246 * step of 8 - with floats, even fractional ones are useful.
1222 */ 1247 */
1223 sp_tmp=0.0; 1248 sp_tmp = 0.f;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1225 float grace_tmp=0.0; 1250 {
1251 float grace_tmp = 0.f;
1226 1252
1227 /* Got some extra bonus at first level */ 1253 /* Got some extra bonus at first level */
1228 if(i<2) { 1254 if (i < 2)
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1256 else
1231 } else { 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240 1258
1259 if (grace_tmp < 1.f)
1260 grace_tmp = 1.f;
1261
1262 sp_tmp += grace_tmp;
1263 }
1264
1265 stats.maxgrace = (sint16)sp_tmp;
1266
1241 /* two grace points per level after 11 */ 1267 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++) 1268 for (i = 11; i <= grace_obj->level; i++)
1243 op->stats.maxgrace+=2; 1269 stats.maxgrace += 2;
1244 } 1270 }
1245 /* No limit on grace vs maxgrace */ 1271 /* No limit on grace vs maxgrace */
1246 1272
1247 if(op->contr->braced) { 1273 if (contr->braced)
1248 ac+=2; 1274 {
1249 wc+=4; 1275 ac += 2;
1250 } 1276 wc += 4;
1251 else 1277 }
1278 else
1252 ac-=dex_bonus[op->stats.Dex]; 1279 ac -= dex_bonus[stats.Dex];
1253 1280
1254 /* In new exp/skills system, wc bonuses are related to 1281 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj) 1282 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t. 1283 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better 1284 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that 1285 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1 1286 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So 1287 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam 1288 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the 1289 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t. 1290 * monster bonus the same as before. -b.t.
1264 */ 1291 */
1265 1292
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1293 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1294 {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1295 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296
1268 for(i=1;i<wc_obj->level;i++) { 1297 for (i = 1; i < wc_obj->level; i++)
1298 {
1269 /* addtional wc every 6 levels */ 1299 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--; 1300 if (!(i % 6))
1301 wc--;
1302
1271 /* addtional dam every 4 levels. */ 1303 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1305 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1274 } 1306 }
1275 } else 1307 }
1308 else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]); 1309 wc -= level + thaco_bonus[stats.Str];
1277 1310
1278 op->stats.dam+=dam_bonus[op->stats.Str]; 1311 stats.dam += dam_bonus[stats.Str];
1279 1312
1280 if(op->stats.dam<1) 1313 if (stats.dam < 1)
1281 op->stats.dam=1; 1314 stats.dam = 1;
1282 1315
1283 op->speed=1.0+speed_bonus[op->stats.Dex]; 1316 speed = 1.f + speed_bonus[stats.Dex];
1317
1284 if (settings.search_items && op->contr->search_str[0]) 1318 if (settings.search_items && contr->search_str[0])
1285 op->speed -= 1; 1319 speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288 1320
1289 } /* End if player */ 1321 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype;
1290 1323
1324 } /* End if player */
1325
1291 if(added_speed>=0) 1326 if (added_speed >= 0)
1292 op->speed+=added_speed/10.0; 1327 speed += added_speed / 10.f;
1293 else /* Something wrong here...: */ 1328 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed); 1329 speed /= 1.f - added_speed;
1295 1330
1296 /* Max is determined by armour */ 1331 /* Max is determined by armour */
1297 if(op->speed>max) 1332 if (speed > max)
1298 op->speed=max; 1333 speed = max;
1299 1334
1300 if(op->type == PLAYER) { 1335 if (type == PLAYER)
1336 {
1301 /* f is a number the represents the number of kg above (positive num) 1337 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above 1338 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how 1339 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is 1340 * much above he is, and what is max carry is
1305 */ 1341 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1342 f = (carrying / 1000) - max_carry[stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1343 if (f > 0)
1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1308 } 1345 }
1309 1346
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1311 1348
1312 /* Put a lower limit on speed. Note with this speed, you move once every 1349 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */ 1351 */
1315 op->speed = op->speed * speed_reduce_from_disease; 1352 speed = speed * speed_reduce_from_disease;
1316 1353
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1354 if (speed < 0.01f && type == PLAYER)
1355 speed = 0.01f;
1318 1356
1319 if(op->type == PLAYER) { 1357 if (type == PLAYER)
1320 float M,W,s,D,K,S,M2; 1358 {
1321
1322 /* (This formula was made by vidarl@ifi.uio.no) 1359 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically 1360 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but 1361 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read. 1362 * that would just be a real pain to read.
1326 */ 1363 */
1327 M=(max_carry[op->stats.Str]-121)/121.0; 1364 float M = (max_carry[stats.Str] - 121) / 121.f;
1328 M2=max_carry[op->stats.Str]/100.0; 1365 float M2 = max_carry[stats.Str] / 100.f;
1329 W=weapon_weight/20000.0; 1366 float W = weapon_weight / 20000.f;
1330 s=2-weapon_speed/10.0; 1367 float s = 2 - weapon_speed / 10.f;
1331 D=(op->stats.Dex-14)/14.0; 1368 float D = (stats.Dex - 14) / 14.f;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2; 1370
1334 if(K<=0) K=0.01; 1371 K *= (4 + level) *1.2f / (6 + level);
1335 S=op->speed/(K*s); 1372
1336 op->contr->weapon_sp=S; 1373 if (K <= 0.f)
1374 K = 0.01f;
1375
1376 float S = speed / (K * s);
1377
1378 contr->weapon_sp = S;
1337 } 1379 }
1380
1338 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&& 1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1340 op->stats.dam>op->arch->clone.stats.dam*3) 1383 stats.dam = arch->clone.stats.dam * 3;
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342 1384
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits, 1386 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same. 1387 * so its value is the same.
1346 */ 1388 */
1347 if (wc>120) wc=120; 1389 if (wc > 120)
1348 else if (wc<-120) wc=-120; 1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1349 op->stats.wc=wc; 1394 stats.wc = wc;
1350 1395
1351 if (ac>120) ac=120; 1396 if (ac > 120)
1352 else if (ac<-120) ac=-120; 1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1353 op->stats.ac=ac; 1401 stats.ac = ac;
1354 1402
1355 /* if for some reason the creature doesn't have any move type, 1403 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default. 1404 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the 1405 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just 1406 * old behaviour - if your flying, your not walking - just
1359 * one or the other. 1407 * one or the other.
1360 */ 1408 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK; 1409 if (move_type == 0)
1410 move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1412 move_type &= ~MOVE_WALK;
1363 1413
1364 update_ob_speed(op); 1414 if (speed != old_speed)
1415 set_speed (speed);
1365 1416
1366 /* It is quite possible that a player's spell costing might have changed, 1417 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now. 1418 * so we will check that now.
1368 */ 1419 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr); 1420 if (type == PLAYER)
1421 {
1422 esrv_update_stats (contr);
1423 esrv_update_spells (contr);
1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1370} 1429}
1371 1430
1372/* 1431/*
1373 * Returns true if the given player is a legal class. 1432 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1433 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1434 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1435 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1436 * false otherwise.
1378 */ 1437 */
1379 1438int
1380int allowed_class(const object *op) { 1439allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1440{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1441 return op->stats.Dex > 0
1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1447 && op->stats.Cha > 0;
1384} 1448}
1385 1449
1386/* 1450/*
1387 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1391 * Note that the title is written to 'own_title' in the 1455 * Note that the title is written to 'own_title' in the
1392 * player struct. This should be changed to 'ext_title' 1456 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this! 1457 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'. 1458 * Please, anyone, write support for 'ext_title'.
1395 */ 1459 */
1460void
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1462{
1397 int atnr=-1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1464 int level = 0; /* highest level */
1399 int i; 1465 int i;
1400 1466
1401 /* Perhaps do something more clever? */ 1467 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1468 if (!abil || !skin)
1403 1469 return;
1470
1404 /* first, look for the highest level */ 1471 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1472 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1473 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1408 level = abil->resist[i]; 1476 level = abil->resist[i];
1409 atnr = i; 1477 atnr = i;
1410 } 1478 }
1411 } 1479 }
1412 1480
1413 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1482 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1418 1485
1419 level = (int)(level/5.); 1486 level = (int) (level / 5.);
1420 1487
1421 /* now set the new title */ 1488 /* now set the new title */
1422 if (pl->contr != NULL) { 1489 if (pl->contr != NULL)
1490 {
1423 if(level == 0) 1491 if (level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1492 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1) 1493 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1494 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1427 else if (level == 2) 1495 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1496 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1429 else if (level == 3) 1497 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1498 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1431 else {
1432 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50)
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437 else 1499 else
1500 {
1501 /* special titles for extra high resistance! */
1502 if (skin->resist[atnr] > 80)
1503 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1504 else if (skin->resist[atnr] > 50)
1505 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1506 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1507 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1439 } 1508 }
1440 } 1509 }
1441 1510
1442 strcpy(pl->contr->own_title, ""); 1511 strcpy (pl->contr->own_title, "");
1443} 1512}
1444 1513
1445/* 1514/*
1446 * This function is called when a dragon-player gains 1515 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1516 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1517 * or change the ability-focus.
1449 */ 1518 */
1519void
1450void dragon_level_gain(object *who) { 1520dragon_level_gain (object *who)
1521{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1522 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1523 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1526
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1531 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1532 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1533 if (tmp->arch->name == dragon_ability_force)
1460 abil = tmp; 1534 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1535 else if (tmp->arch->name == dragon_skin_force)
1462 skin = tmp; 1536 skin = tmp;
1463 } 1537
1464 }
1465 /* if the force is missing -> bail out */ 1538 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1539 if (abil == NULL)
1467 1540 return;
1541
1468 /* The ability_force keeps track of maximum level ever achieved. 1542 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1543 * New abilties can only be gained by surpassing this max level
1470 */ 1544 */
1471 if (who->level > abil->level) { 1545 if (who->level > abil->level)
1546 {
1472 /* increase our focused ability */ 1547 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1548 abil->resist[abil->stats.exp]++;
1474
1475 1549
1550
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1551 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1552 {
1477 /* time to hand out a new ability-gift */ 1553 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1554 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1555 }
1480 } 1556
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1557 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1558 {
1483 /* apply new ability focus */ 1559 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1560 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1561 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1562
1488 abil->stats.exp = abil->last_eat; 1563 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1564 abil->last_eat = 0;
1490 } 1565 }
1566
1567 abil->level = who->level;
1491 1568 }
1492 abil->level = who->level; 1569
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1570 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1571 set_dragon_name (who, abil, skin);
1497} 1572}
1498 1573
1499/* Handy function - given the skill name skill_name, we find the skill 1574/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1575 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1576 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1577 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1578 * want to do something with it immediately.
1504 */ 1579 */
1580object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1581give_skill_by_name (object *op, const char *skill_name)
1506{ 1582{
1507 object *skill_obj; 1583 object *skill_obj;
1508 1584
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1585 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1586 if (!skill_obj)
1587 {
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL; 1589 return NULL;
1513 } 1590 }
1514 /* clear the flag - exp goes into this bucket, but player 1591 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1592 * still doesn't know it.
1516 */ 1593 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1595 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1596 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1597 insert_ob_in_ob (skill_obj, op);
1598
1521 if (op->contr) { 1599 if (op->contr)
1600 {
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1524 } 1604 }
1605
1525 return skill_obj; 1606 return skill_obj;
1526} 1607}
1527 1608
1528 1609
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1610/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1611 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1612 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1613 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1614 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1615 * (eg, skill)
1535 */ 1616 */
1617void
1536void player_lvl_adj(object *who, object *op) { 1618player_lvl_adj (object *who, object *op)
1619{
1537 char buf[MAX_BUF]; 1620 char buf[MAX_BUF];
1538 1621
1539 if(!op) /* when rolling stats */ 1622 if (!op) /* when rolling stats */
1540 op = who; 1623 op = who;
1541 1624
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 {
1543 op->level++; 1627 op->level++;
1544 1628
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1546 dragon_level_gain(who); 1630 dragon_level_gain (who);
1547 1631
1548 /* Only roll these if it is the player (who) that gained the level */ 1632 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1633 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1638 }
1554 1639
1555 fix_player(who); 1640 who->update_stats ();
1556 if(op->level>1) { 1641 if (op->level > 1)
1642 {
1557 if (op->type!=PLAYER) 1643 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1559 else 1645 else
1560 sprintf(buf,"You are now level %d.",op->level); 1646 sprintf (buf, "You are now level %d.", op->level);
1647 if (who)
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1562 } 1649 }
1563 player_lvl_adj(who,op); /* To increase more levels */ 1650 player_lvl_adj (who, op); /* To increase more levels */
1651 }
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1565 op->level--; 1654 op->level--;
1566 fix_player(who); 1655 who->update_stats ();
1567 if(op->type!=PLAYER) { 1656 if (op->type != PLAYER)
1657 {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1660 }
1571 player_lvl_adj(who,op); /* To decrease more levels */ 1661 player_lvl_adj (who, op); /* To decrease more levels */
1572 } 1662 }
1663
1573 /* check if the spell data has changed */ 1664 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr);
1574 esrv_update_spells(who->contr); 1666 esrv_update_spells (who->contr);
1575} 1667}
1576 1668
1577/* 1669/*
1578 * Returns how much experience is needed for a player to become 1670 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1671 * the given level. level should really never exceed max_level
1580 */ 1672 */
1581 1673
1674sint64
1582sint64 level_exp(int level,double expmul) { 1675level_exp (int level, double expmul)
1676{
1583 if (level > settings.max_level) 1677 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1585 return (sint64) (expmul * levels[level]); 1680 return (sint64) (expmul * levels[level]);
1586} 1681}
1587 1682
1588/* 1683/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1684 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1685 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1686 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1687 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1688 * this can now work on a much larger set of objects.
1594 */ 1689 */
1690void
1595void calc_perm_exp(object *op) 1691calc_perm_exp (object *op)
1596{ 1692{
1597 int p_exp_min; 1693 int p_exp_min;
1598 1694
1599 /* Ensure that our permanent experience minimum is met. 1695 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1696 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1697 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1698 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1699
1604 if (op->perm_exp < p_exp_min) 1700 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1701 op->perm_exp = p_exp_min;
1606 1702
1607 /* Cap permanent experience. */ 1703 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1704 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1705 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1706 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1707 op->perm_exp = MAX_EXPERIENCE;
1612} 1708}
1613
1614 1709
1615/* Add experience to a player - exp should only be positive. 1710/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1711 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1712 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1713 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1714 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1715 * flag is what to do if the player doesn't have the skill:
1621 */ 1716 */
1622 1717static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1718add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1719{
1625 object *skill_obj=NULL; 1720 object *skill_obj = NULL;
1626 sint64 limit, exp_to_add; 1721 sint64 limit, exp_to_add;
1627 int i; 1722 int i;
1628 1723
1629 /* prevents some forms of abuse. */ 1724 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1725 if (op->contr->braced)
1726 exp /= 5;
1631 1727
1632 /* Try to find the matching skill. 1728 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1729 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1730 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1731 * the players inventory.
1636 */ 1732 */
1637 if (skill_name) { 1733 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1734 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1640 skill_obj = op->chosen_skill; 1736 skill_obj = op->chosen_skill;
1641 else { 1737 else
1738 {
1642 for (i=0; i<NUM_SKILLS; i++) 1739 for (i = 0; i < NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] && 1740 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1741 {
1645 skill_obj = op->contr->last_skill_ob[i]; 1742 skill_obj = op->contr->last_skill_ob[i];
1646 break; 1743 break;
1647 } 1744 }
1648 1745
1649 /* Player doesn't have the skill. Check to see what to do, and give 1746 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1747 * it to the player if necessary
1651 */ 1748 */
1652 if (!skill_obj) { 1749 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1750 {
1751 if (flag == SK_EXP_NONE)
1752 return;
1654 else if (flag == SK_EXP_ADD_SKILL) 1753 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1754 give_skill_by_name (op, skill_name);
1755 }
1756 }
1656 } 1757 }
1657 } 1758
1759 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1760 {
1659
1660 /* Basically, you can never gain more experience in one shot 1761 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1762 * than half what you need to gain for next level.
1662 */ 1763 */
1663 exp_to_add = exp; 1764 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1765 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1766 if (exp_to_add > limit)
1767 exp_to_add = limit;
1666 1768
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1769 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1770 if (settings.permanent_exp_ratio)
1771 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1772 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1773 calc_perm_exp (op);
1671 } 1774 }
1672 1775
1673 player_lvl_adj(op,NULL); 1776 player_lvl_adj (op, NULL);
1777 }
1778
1674 if (skill_obj) { 1779 if (skill_obj)
1780 {
1675 exp_to_add = exp; 1781 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1782 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1783 if (exp_to_add > limit)
1784 exp_to_add = limit;
1785
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1786 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1787 if (settings.permanent_exp_ratio)
1788 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1789 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1790 calc_perm_exp (skill_obj);
1682 } 1791 }
1792
1683 player_lvl_adj(op,skill_obj); 1793 player_lvl_adj (op, skill_obj);
1684 } 1794 }
1685} 1795}
1686 1796
1687/* This function checks to make sure that object 'op' can 1797/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1798 * lost 'exp' experience. It returns the amount of exp
1690 * adjustments based on permanent exp and the like. 1800 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1801 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1802 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1803 * amount that should get subtract from the player.
1694 */ 1804 */
1805sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1806check_exp_loss (const object *op, sint64 exp)
1696{ 1807{
1697 sint64 del_exp; 1808 sint64 del_exp;
1698 1809
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1810 if (exp > op->stats.exp)
1811 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1812 if (settings.permanent_exp_ratio)
1813 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1814 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1815 if (del_exp < 0)
1703 if (exp > del_exp) exp=del_exp; 1816 del_exp = 0;
1817 if (exp > del_exp)
1818 exp = del_exp;
1704 } 1819 }
1705 return exp; 1820 return exp;
1706} 1821}
1707 1822
1823sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1824check_exp_adjust (const object *op, sint64 exp)
1709{ 1825{
1826 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1827 return check_exp_loss (op, exp);
1828 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1829 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1830}
1713 1831
1714 1832
1715/* Subtracts experience from player. 1833/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1834 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1840 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1841 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1842 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1843 * a postive number.
1726 */ 1844 */
1845static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1846subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1847{
1729 float fraction = (float) exp/(float) op->stats.exp; 1848 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1849 object *tmp;
1731 sint64 del_exp; 1850 sint64 del_exp;
1732 1851
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1852 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1853 if (tmp->type == SKILL && tmp->stats.exp)
1854 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1855 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1856 {
1736 del_exp = check_exp_loss(tmp, exp); 1857 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1858 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1859 player_lvl_adj (op, tmp);
1860 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1861 else if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1740 /* only want to process other skills if we are not trying 1863 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1864 * to match a specific skill.
1742 */ 1865 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1867 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1868 player_lvl_adj (op, tmp);
1869 }
1746 } 1870 }
1747 } 1871
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1872 if (flag != SK_SUBTRACT_SKILL_EXP)
1873 {
1749 del_exp = check_exp_loss(op, exp); 1874 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1875 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1876 player_lvl_adj (op, NULL);
1752 } 1877 }
1753} 1878}
1754
1755
1756 1879
1757/* change_exp() - changes experience to a player/monster. This 1880/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1881 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1882 *
1760 * The exp passed is typically not modified much by this function - 1883 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1884 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1885 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1886 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1887 * these last two values are only used for players.
1765 */ 1888 */
1766 1889void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1890change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1891{
1769#ifdef EXP_DEBUG 1892#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1894#endif
1775#endif
1776 1895
1777 /* safety */ 1896 /* safety */
1778 if(!op) { 1897 if (!op)
1898 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1899 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1900 return;
1781 } 1901 }
1782 1902
1783 /* if no change in exp, just return - most of the below code 1903 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1904 * won't do anything if the value is 0 anyways.
1785 */ 1905 */
1786 if (exp == 0) return; 1906 if (exp == 0)
1907 return;
1787 1908
1788 /* Monsters are easy - we just adjust their exp - we 1909 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1910 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1911 * the exp they have - the monsters exp represents what its
1791 * worth. 1912 * worth.
1792 */ 1913 */
1793 if(op->type != PLAYER) { 1914 if (op->type != PLAYER)
1915 {
1794 /* Sanity check */ 1916 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1917 if (!QUERY_FLAG (op, FLAG_ALIVE))
1918 return;
1796 1919
1797 /* reset exp to max allowed value. We subtract from 1920 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1921 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1922 * more than max exp, just return.
1800 */ 1923 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1924 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1925 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 1926 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 1927 if (exp < 0)
1804 } 1928 return;
1929 }
1805 1930
1806 op->stats.exp += exp; 1931 op->stats.exp += exp;
1807 } 1932 }
1808 else { /* Players only */ 1933 else
1809 if(exp>0) 1934 { /* Players only */
1935 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 1936 add_player_exp (op, exp, skill_name, flag);
1811 else 1937 else
1812 /* note that when you lose exp, it doesn't go against 1938 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 1939 * a particular skill, so we don't need to pass that
1814 * along. 1940 * along.
1815 */ 1941 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1942 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1943 }
1819} 1944}
1820 1945
1821/* Applies a death penalty experience, the size of this is defined by the 1946/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1947 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1948 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1949 */
1825 1950void
1826void apply_death_exp_penalty(object *op) { 1951apply_death_exp_penalty (object *op)
1952{
1827 object *tmp; 1953 object *tmp;
1828 sint64 loss; 1954 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1955 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1956 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1957
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1958 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1959 if (tmp->type == SKILL && tmp->stats.exp)
1960 {
1834 1961
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1962 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1963 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1964
1838 /* With the revised exp system, you can get cases where 1965 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1966 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1967 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1968 * tables is a lot harder.
1842 */ 1969 */
1843 if (level_loss < 0) level_loss = 0; 1970 if (level_loss < 0)
1971 level_loss = 0;
1844 1972
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1973 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1974
1847 tmp->stats.exp -= loss; 1975 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1976 player_lvl_adj (op, tmp);
1849 } 1977 }
1850 1978
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1981 if (level_loss < 0)
1982 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1984
1856 op->stats.exp -= loss; 1985 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1986 player_lvl_adj (op, NULL);
1858} 1987}
1859 1988
1860/* This function takes an object (monster/player, op), and 1989/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1990 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1991 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1992 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1993 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1994 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1995 */
1996int
1867int did_make_save(const object *op, int level, int bonus) 1997did_make_save (const object *op, int level, int bonus)
1868{ 1998{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1999 if (level > MAX_SAVE_LEVEL)
2000 level = MAX_SAVE_LEVEL;
1870 2001
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2002 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2003 return 0;
2004
2005 return 1;
1874} 2006}
1875

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