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Comparing deliantra/server/common/living.C (file contents):
Revision 1.6 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.6 2006/09/07 09:37:12 pippijn Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
387 int nstat, ostat; 388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 406 }
407
404 if (nstat != ostat) { 408 if (nstat != ostat)
409 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 411 potion_max = 0;
407 } 412 }
408 else if (i) { 413 else if (i)
414 {
409 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 416 potion_max = 1;
411 } 417 }
412 } 418 }
419
413 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 422 * recalculates this anyway.
416 */ 423 */
417 for(j=0;j<NUM_STATS;j++) 424 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
419 check_stat_bounds(&(op->stats)); 427 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 428 } /* end of potion handling code */
421 } 429 }
422 430
423 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 432 * everything to set
425 */ 433 */
426 if(flag == -1) { 434 if (flag == -1)
435 {
427 op->attacktype&=~tmp->attacktype; 436 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 437 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 438 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 439 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 440 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 441 * and not the other move_ fields.
433 */ 442 */
434 op->move_type &= ~tmp->move_type; 443 op->move_type &= ~tmp->move_type;
435 } 444 }
436 445
437 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
440 */ 449 */
441 fix_player(op); 450 op->update_stats ();
442 451
443 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 453 * print out message if this is a bow.
445 */ 454 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
447 success=1; 457 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 459 }
460
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
452 success=1; 463 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 465 }
466
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
457 success=1; 469 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 471 }
472
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
462 success=1; 475 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 477 }
478
466 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 483 * from fly high)
471 */ 484 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
473 success=1; 487 success = 1;
474 488
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 490 * status doesn't make a difference if you are flying high
477 */ 491 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 495 }
481 496
482 if (tmp->move_type & MOVE_FLY_HIGH) { 497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
483 /* double conditional - second case covers if you have move_fly_low - 499 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 500 * in that case, you don't actually land
485 */ 501 */
486 DIFF_MSG(flag, "You soar into the air air!.", 502 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 504 }
490 if (tmp->move_type & MOVE_SWIM) 505 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 507
493 /* Changing move status may mean you are affected by things you weren't before */ 508 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 509 check_move_on (op, op);
495 } 510 }
496 511
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 512 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 513 * originally undead may change their status
499 */ 514 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
502 success=1; 518 success = 1;
503 if(flag>0) { 519 if (flag > 0)
520 {
504 op->race = "undead"; 521 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
506 } else { 524 else
525 {
507 op->race = op->arch->clone.race; 526 op->race = op->arch->clone.race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
509 } 559 }
510 } 560 }
511 561 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 562 {
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 563 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 565 else
566 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 568 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 569 if (op->type == PLAYER)
532 op->contr->do_los=1; 570 op->contr->do_los = 1;
533 } 571 }
534 } else { 572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 590 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 591 {
539 CLEAR_FLAG(op,FLAG_BLIND); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 593 if (op->type == PLAYER)
541 op->contr->do_los=1; 594 op->contr->do_los = 1;
542 } 595 }
543 } 596 }
544 } 597 else
545 598 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 599 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 601 else
602 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 604 if (op->type == PLAYER)
561 op->contr->do_los=1; 605 op->contr->do_los = 1;
562 } 606 }
563 } else { 607 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 608 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 652 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 654
569 op->contr->do_los=1; 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 667 }
571 } 668 }
572 } 669 }
573 670
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 if (op->resist[i] != refop.resist[i]) {
609 success=1;
610 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.",
612 change_resist_msg[i], op->resist[i]);
613 else
614 sprintf(message, "Your resistance to %s drops to %d%%.",
615 change_resist_msg[i], op->resist[i]);
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626 }
627 }
628 }
629 return success; 671 return success;
630} 672}
631 673
632/* 674/*
633 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 677 */
636 678
637void drain_stat(object *op) { 679void
680object::drain_stat ()
681{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
639} 683}
640 684
685void
641void drain_specific_stat(object *op, int deplete_stats) { 686object::drain_specific_stat (int deplete_stats)
687{
642 object *tmp; 688 object *tmp;
643 archetype *at; 689 archetype *at;
644 690
645 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 692 if (!at)
693 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 695 return;
696 }
649 } else { 697 else
698 {
650 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, this);
700
651 if (!tmp) { 701 if (!tmp)
702 {
652 tmp = arch_to_object(at); 703 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
655 } 706 }
656 } 707 }
657 708
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 711 update_stats ();
661} 712}
662 713
663/* 714/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 716 * via an applied bad_luck object.
666 */ 717 */
667 718void
668void change_luck(object *op, int value) { 719object::change_luck (int value)
669 object *tmp; 720{
670 archetype *at; 721 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 722 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 724 else
725 {
677 tmp = present_arch_in_ob(at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
678 if (!tmp) { 728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
679 if (!value) 738 if (value)
680 return; 739 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 740 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 742 * in op itself).
689 */ 743 */
690 new_luck = tmp->stats.luck+value; 744 int new_luck = tmp->stats.luck + value;
745
691 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
692 op->stats.luck+=value; 748 stats.luck += value;
693 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
694 } 751 }
695 } else { 752 else
753 {
696 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
697 return; 755 return;
698 } 756
699 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
701 */ 759 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
703 int diff = tmp->stats.luck>0?-1:1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
704 op->stats.luck += diff; 764 stats.luck += diff;
705 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
766 }
706 } 767 }
707 }
708 } 768 }
709} 769}
710 770
711/* 771/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 773 */
714 774void
715void remove_statbonus(object *op) { 775object::remove_statbonus ()
776{
716 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
717 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
718 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
719 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
720 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
722 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
730} 792}
731 793
732/* 794/*
733 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 796 */
735 797void
736void add_statbonus(object *op) { 798object::add_statbonus ()
799{
737 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
738 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
739 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
740 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
741 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
742 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
743 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
751} 815}
752 816
753/* 817/*
754 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
759 */ 823 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
762 */ 826 */
763 827void
764void fix_player(object *op) { 828object::update_stats ()
829{
765 int i,j; 830 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 832 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
771 837
772 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 839 if (type == PLAYER)
840 {
774 for(i=0;i<NUM_STATS;i++) { 841 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
776 } 843
777 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 845 contr->encumbrance = 0;
779 846
780 op->attacktype=0; 847 attacktype = 0;
781 op->contr->digestion = 0; 848 contr->digestion = 0;
782 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 853 contr->item_power = 0;
787 854
788 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
792 */ 859 */
793 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
794 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
795 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
796 } 863 }
864
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
798 866
799 op->slaying = 0; 867 slaying = 0;
800 868
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 869 if (!QUERY_FLAG (this, FLAG_WIZ))
870 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 873 }
805 874
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 877 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 878
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883
818 op->path_attuned=op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
819 op->path_repelled=op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
820 op->path_denied=op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
821 op->glow_radius=op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
822 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
823 op->chosen_skill = NULL; 889 chosen_skill = NULL;
824 890
825 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
826 * archetype clone 892 * archetype clone
827 */ 893 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
829 895
830 for (i=0;i<NROFATTACKS;i++) { 896 for (i = 0; i < NROFATTACKS; i++)
897 {
831 if (op->resist[i] > 0) 898 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 899 prot[i] = resist[i], vuln[i] = 0;
833 else 900 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
835 potion_resist[i]=0; 902 potion_resist[i] = 0;
836 } 903 }
837 904
838 wc=op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
840 907
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 908 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 910 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 911 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 912 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 913 * that their protection from physical goes down
847 */ 914 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 919 }
852 else 920 else
853 ac=op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
854 922
855 op->stats.luck=op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
857 925
858 /* OK - we've reset most all the objects attributes to sane values. 926 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 927 * now go through and make adjustments for what the player has equipped.
860 */ 928 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 929 for (tmp = inv; tmp; tmp = tmp->below)
930 {
863 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
865 */ 933 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
867 936
868 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 938 * applied so we can tell the player what chagned. But change_abil
870 * then calls this function. 939 * then calls this function.
871 */ 940 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 942 continue;
874 }
875 943
876 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 945 if (tmp->type == SKILL)
946 {
878 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 948 if (IS_MANA_SKILL (tmp->subtype))
949 {
880 if (!mana_obj) mana_obj=tmp; 950 if (!mana_obj)
951 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 952 else if (tmp->level > mana_obj->level)
953 mana_obj = tmp;
882 } 954 }
955
883 if (IS_GRACE_SKILL(tmp->subtype)) { 956 if (IS_GRACE_SKILL (tmp->subtype))
957 {
884 if (!grace_obj) grace_obj=tmp; 958 if (!grace_obj)
959 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 960 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp;
886 } 962 }
887 } 963 }
888 964
889 /* Container objects are not meant to adjust a players, but other applied 965 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 966 * objects need to make adjustments.
891 * This block should handle all player specific changes 967 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 968 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 969 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 970 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 971 * because the skill shouldn't count against body positions being used
896 * up, etc. 972 * up, etc.
897 */ 973 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 {
900 if(op->type==PLAYER) { 977 if (type == PLAYER)
978 {
901 if (tmp->type == BOW) 979 if (tmp->type == BOW)
902 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
903 981
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
905 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
906 984
907 for(i=0;i<NUM_STATS;i++) 985 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
909 987
910 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
913 */ 991 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) { 999 (tmp->type == SKILL))
1000 {
922 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
928 } 1007 }
929 } /* if this is a player */ 1008 } /* if this is a player */
930 1009
931 /* Update slots used for items */ 1010 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i]; 1013 body_used[i] += tmp->body_info[i];
1014
1015 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
935 } 1020 }
936 1021
937 if(tmp->type==SYMPTOM) {
938 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1026 */
947 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
1028 {
948 for (i=0; i<NROFATTACKS; i++) { 1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
949 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
951 */ 1033 */
952 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
1035 {
953 if (potion_resist[i]) 1036 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 1038 else
956 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
957 } 1040 }
958 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 1045 }
963 } 1046 }
964 1047
965 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype; 1050 attacktype |= tmp->attacktype;
968 1051
969 op->path_attuned|=tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 1054 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
973 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
974 1057
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
982 1065
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
985 1068
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 {
987 SET_FLAG(op,FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
988 op->invisible=1; 1072 invisible = 1;
989 } 1073 }
990 1074
991 if(tmp->stats.exp && tmp->type!=SKILL) { 1075 if (tmp->stats.exp && tmp->type != SKILL)
1076 {
992 if(tmp->stats.exp > 0) { 1077 if (tmp->stats.exp > 0)
1078 {
993 added_speed+=(float)tmp->stats.exp/3.0; 1079 added_speed += (float) tmp->stats.exp / 3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1081 }
995 } else 1082 else
996 added_speed+=(float)tmp->stats.exp; 1083 added_speed += (float) tmp->stats.exp;
997 } 1084 }
998 1085
999 switch(tmp->type) { 1086 switch (tmp->type)
1087 {
1000 /* skills modifying the character -b.t. */ 1088 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1089 /* for all skills and skill granting objects */
1002 case SKILL: 1090 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1004
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
1010 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic);
1021
1022 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
1025 if(tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break; 1092 break;
1032 1093
1033 case SKILL_TOOL: 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1034 if (op->chosen_skill) { 1097 if (chosen_skill)
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036 } 1099
1037 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041 1101
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam) 1102 if (tmp->stats.dam > 0)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1103 { /* skill is a 'weapon' */
1056 if(tmp->stats.ac) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1057 ac-=(tmp->stats.ac+tmp->magic); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1058 break;
1059 1106
1060 case WEAPON: 1107 if (weapon_speed < 0)
1061 wc-=(tmp->stats.wc+tmp->magic); 1108 weapon_speed = 0;
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1109
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight; 1110 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1067 if(weapon_speed<0) weapon_speed=0;
1068 op->slaying = tmp->slaying;
1069 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should
1071 * go.
1072 */
1073 op->current_weapon = tmp;
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077 1112
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) { 1113 if (tmp->magic)
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic; 1114 stats.dam += tmp->magic;
1090 } 1115 }
1116
1117 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic);
1119
1120 if (tmp->slaying != NULL)
1121 slaying = tmp->slaying;
1122
1091 if(tmp->stats.ac) { 1123 if (tmp->stats.ac)
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic; 1124 ac -= (tmp->stats.ac + tmp->magic);
1098 } 1125
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1128
1102 max=ARMOUR_SPEED(tmp)/10.0; 1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1103 break; 1132 break;
1133
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break;
1143
1144 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000;
1147 case RING:
1148 case AMULET:
1149 case GIRDLE:
1150 case HELMET:
1151 case BOOTS:
1152 case GLOVES:
1153 case CLOAK:
1154 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic);
1156
1157 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic);
1159
1160 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic);
1162
1163 break;
1164
1165 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic);
1167
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic;
1170
1171 stats.dam += (tmp->stats.dam + tmp->magic);
1172 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174
1175 if (weapon_speed < 0)
1176 weapon_speed = 0;
1177
1178 slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205
1206 if (tmp->stats.ac)
1207 {
1208 if (best_ac < tmp->stats.ac + tmp->magic)
1209 {
1210 ac += best_ac; /* Remove last bonus */
1211 best_ac = tmp->stats.ac + tmp->magic;
1212 }
1213 else /* To nullify the below effect */
1214 ac += tmp->stats.ac + tmp->magic;
1215 }
1216
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219
1220 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic);
1222
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1224 max = ARMOUR_SPEED (tmp) / 10.0;
1225
1226 break;
1104 } /* switch tmp->type */ 1227 } /* switch tmp->type */
1105 } /* item is equipped */ 1228 } /* item is equipped */
1106 } /* for loop of items */ 1229 } /* for loop of items */
1107 1230
1108 /* We've gone through all the objects the player has equipped. For many things, we 1231 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1232 * have generated intermediate values which we now need to assign.
1110 */ 1233 */
1111 1234
1112 /* 'total resistance = total protections - total vulnerabilities'. 1235 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1236 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1237 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1238 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1239 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1240 */
1118 for (i=0; i<NROFATTACKS; i++) { 1241 for (i = 0; i < NROFATTACKS; i++)
1242 {
1119 op->resist[i] = prot[i] - vuln[i]; 1243 resist[i] = prot[i] - vuln[i];
1244
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1246 resist[i] = potion_resist[i];
1123 } 1247 }
1124 1248
1125 /* Figure out the players sp/mana/hp totals. */ 1249 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1250 if (type == PLAYER)
1251 {
1127 int pl_level; 1252 int pl_level;
1128 1253
1129 check_stat_bounds(&(op->stats)); 1254 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1255 pl_level = level;
1131 1256
1257 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1259
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1260 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1262 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1264 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1267 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1140 if (con_bonus[op->stats.Con]>0) 1269 if (con_bonus[stats.Con] > 0)
1141 j++; 1270 j++;
1142 else 1271 else
1143 j--; 1272 j--;
1144 } 1273 }
1274
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1276 }
1147 1277
1148 for(i=11;i<=op->level;i++) 1278 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1279 stats.maxhp += 2;
1150 1280
1151 if(op->stats.hp>op->stats.maxhp) 1281 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1282 stats.hp = stats.maxhp;
1153 1283
1154 /* Sp gain is controlled by the level of the player's 1284 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1285 * relevant experience object (mana_obj, see above)
1156 */ 1286 */
1157 /* following happen when skills system is not used */ 1287 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1288 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1289 mana_obj = this;
1290
1291 if (!grace_obj)
1292 grace_obj = this;
1293
1160 /* set maxsp */ 1294 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1295 if (!mana_obj || !mana_obj->level || type != PLAYER)
1296 mana_obj = this;
1162 1297
1163 if (mana_obj == op && op->type == PLAYER) { 1298 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1299 stats.maxsp = 1;
1165 } else { 1300 else
1301 {
1166 sp_tmp=0.0; 1302 sp_tmp = 0.0;
1303
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 {
1168 float stmp; 1306 float stmp;
1169 1307
1170 /* Got some extra bonus at first level */ 1308 /* Got some extra bonus at first level */
1171 if(i<2) { 1309 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1311 else
1175 stmp=(float)op->contr->levsp[i] 1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1313
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1180 sp_tmp+=stmp; 1317 sp_tmp += stmp;
1181 } 1318 }
1319
1182 op->stats.maxsp=(int)sp_tmp; 1320 stats.maxsp = (int) sp_tmp;
1183 1321
1184 for(i=11;i<=mana_obj->level;i++) 1322 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1323 stats.maxsp += 2;
1186 } 1324 }
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1325 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1326 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1327 stats.sp = stats.maxsp * 2;
1190 1328
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1330 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331 grace_obj = this;
1193 1332
1194 if (grace_obj == op && op->type == PLAYER) { 1333 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1334 stats.maxgrace = 1;
1196 } else { 1335 else
1336 {
1197 /* store grace in a float - this way, the divisions below don't create 1337 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then 1338 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next 1339 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1340 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1341 */
1202 sp_tmp=0.0; 1342 sp_tmp = 0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1344 {
1204 float grace_tmp=0.0; 1345 float grace_tmp = 0.0;
1205 1346
1206 /* Got some extra bonus at first level */ 1347 /* Got some extra bonus at first level */
1207 if(i<2) { 1348 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1210 } else { 1351 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1352 grace_tmp = (float) contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] + 1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1354
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1216 sp_tmp+=grace_tmp; 1358 sp_tmp += grace_tmp;
1217 } 1359 }
1360
1218 op->stats.maxgrace=(int)sp_tmp; 1361 stats.maxgrace = (int) sp_tmp;
1219 1362
1220 /* two grace points per level after 11 */ 1363 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1364 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1365 stats.maxgrace += 2;
1223 } 1366 }
1224 /* No limit on grace vs maxgrace */ 1367 /* No limit on grace vs maxgrace */
1225 1368
1226 if(op->contr->braced) { 1369 if (contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1370 {
1371 ac += 2;
1372 wc += 4;
1373 }
1230 else 1374 else
1231 ac-=dex_bonus[op->stats.Dex]; 1375 ac -= dex_bonus[stats.Dex];
1232 1376
1233 /* In new exp/skills system, wc bonuses are related to 1377 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1378 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1379 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1380 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1381 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1382 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1383 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1384 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1385 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1386 * monster bonus the same as before. -b.t.
1243 */ 1387 */
1244 1388
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) { 1392 for (i = 1; i < wc_obj->level; i++)
1393 {
1248 /* addtional wc every 6 levels */ 1394 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--; 1395 if (!(i % 6))
1396 wc--;
1250 /* addtional dam every 4 levels. */ 1397 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1253 } 1400 }
1401 }
1254 } else 1402 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1403 wc -= (level + thaco_bonus[stats.Str]);
1256 1404
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1405 stats.dam += dam_bonus[stats.Str];
1258 1406
1259 if(op->stats.dam<1) 1407 if (stats.dam < 1)
1260 op->stats.dam=1; 1408 stats.dam = 1;
1261 1409
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1263 if (settings.search_items && op->contr->search_str[0]) 1412 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1413 speed -= 1;
1414
1265 if (op->attacktype==0) 1415 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1416 attacktype = arch->clone.attacktype;
1267 1417
1268 } /* End if player */ 1418 } /* End if player */
1269 1419
1270 if(added_speed>=0) 1420 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1421 speed += added_speed / 10.0;
1272 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1423 speed /= (float) (1.0 - added_speed);
1274 1424
1275 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1276 if(op->speed>max) 1426 if (speed > max)
1277 op->speed=max; 1427 speed = max;
1278 1428
1279 if(op->type == PLAYER) { 1429 if (type == PLAYER)
1430 {
1280 /* f is a number the represents the number of kg above (positive num) 1431 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above 1432 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1284 */ 1435 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1436 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1438 speed = speed / (1.0 + f / max_carry[stats.Str]);
1287 } 1439 }
1288 1440
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1290 1442
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1443 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1445 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1446 speed = speed * speed_reduce_from_disease;
1295 1447
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1448 if (speed < 0.01 && type == PLAYER)
1449 speed = 0.01;
1297 1450
1298 if(op->type == PLAYER) { 1451 if (type == PLAYER)
1452 {
1299 float M,W,s,D,K,S,M2; 1453 float M, W, s, D, K, S, M2;
1300 1454
1301 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1305 */ 1459 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1460 M = (max_carry[stats.Str] - 121) / 121.0;
1307 M2=max_carry[op->stats.Str]/100.0; 1461 M2 = max_carry[stats.Str] / 100.0;
1308 W=weapon_weight/20000.0; 1462 W = weapon_weight / 20000.0;
1309 s=2-weapon_speed/10.0; 1463 s = 2 - weapon_speed / 10.0;
1310 D=(op->stats.Dex-14)/14.0; 1464 D = (stats.Dex - 14) / 14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1313 if(K<=0) K=0.01; 1467 if (K <= 0)
1468 K = 0.01;
1314 S=op->speed/(K*s); 1469 S = speed / (K * s);
1315 op->contr->weapon_sp=S; 1470 contr->weapon_sp = S;
1316 } 1471 }
1472
1317 /* I want to limit the power of small monsters with big weapons: */ 1473 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3; 1475 stats.dam = arch->clone.stats.dam * 3;
1321 1476
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1477 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits, 1478 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same. 1479 * so its value is the same.
1325 */ 1480 */
1326 if (wc>120) wc=120; 1481 if (wc > 120)
1327 else if (wc<-120) wc=-120; 1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1328 op->stats.wc=wc; 1486 stats.wc = wc;
1329 1487
1330 if (ac>120) ac=120; 1488 if (ac > 120)
1331 else if (ac<-120) ac=-120; 1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1332 op->stats.ac=ac; 1493 stats.ac = ac;
1333 1494
1334 /* if for some reason the creature doesn't have any move type, 1495 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1496 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1497 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1498 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1499 * one or the other.
1339 */ 1500 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1501 if (move_type == 0)
1502 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1504 move_type &= ~MOVE_WALK;
1342 1505
1343 update_ob_speed(op); 1506 if (speed != old_speed)
1507 set_speed (speed);
1344 1508
1345 /* It is quite possible that a player's spell costing might have changed, 1509 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1510 * so we will check that now.
1347 */ 1511 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1512 if (type == PLAYER)
1513 {
1514 esrv_update_stats (contr);
1515 esrv_update_spells (contr);
1516 }
1517
1518 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0;
1349} 1521}
1350 1522
1351/* 1523/*
1352 * Returns true if the given player is a legal class. 1524 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1525 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1526 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1527 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1528 * false otherwise.
1357 */ 1529 */
1358 1530int
1359int allowed_class(const object *op) { 1531allowed_class (const object *op)
1532{
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1362 op->stats.Cha>0;
1363} 1535}
1364 1536
1365/* 1537/*
1366 * set the new dragon name after gaining levels or 1538 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1539 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1542 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1543 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1544 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1545 * Please, anyone, write support for 'ext_title'.
1374 */ 1546 */
1547void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1548set_dragon_name (object *pl, const object *abil, const object *skin)
1549{
1376 int atnr=-1; /* attacknumber of highest level */ 1550 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1551 int level = 0; /* highest level */
1378 int i; 1552 int i;
1379 1553
1380 /* Perhaps do something more clever? */ 1554 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1555 if (!abil || !skin)
1382 1556 return;
1557
1383 /* first, look for the highest level */ 1558 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1559 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1560 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1561 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1562 {
1387 level = abil->resist[i]; 1563 level = abil->resist[i];
1388 atnr = i; 1564 atnr = i;
1389 } 1565 }
1390 } 1566 }
1391 1567
1392 /* now if there are equals at highest level, pick the one with focus, 1568 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1569 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1570 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1571 atnr = abil->stats.exp;
1397 1572
1398 level = (int)(level/5.); 1573 level = (int) (level / 5.);
1399 1574
1400 /* now set the new title */ 1575 /* now set the new title */
1401 if (pl->contr != NULL) { 1576 if (pl->contr != NULL)
1577 {
1402 if(level == 0) 1578 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1579 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1580 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1582 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1583 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1584 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1585 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1410 else {
1411 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1416 else 1586 else
1587 {
1588 /* special titles for extra high resistance! */
1589 if (skin->resist[atnr] > 80)
1590 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1591 else if (skin->resist[atnr] > 50)
1592 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1593 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1594 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1595 }
1419 } 1596 }
1420 1597
1421 strcpy(pl->contr->own_title, ""); 1598 strcpy (pl->contr->own_title, "");
1422} 1599}
1423 1600
1424/* 1601/*
1425 * This function is called when a dragon-player gains 1602 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1603 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1604 * or change the ability-focus.
1428 */ 1605 */
1606void
1429void dragon_level_gain(object *who) { 1607dragon_level_gain (object *who)
1608{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1609 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1610 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1611 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1612 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1613
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1614 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1619 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1620 if (tmp->arch->name == dragon_ability_force)
1439 abil = tmp; 1621 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1622 else if (tmp->arch->name == dragon_skin_force)
1441 skin = tmp; 1623 skin = tmp;
1442 } 1624
1443 }
1444 /* if the force is missing -> bail out */ 1625 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1626 if (abil == NULL)
1446 1627 return;
1628
1447 /* The ability_force keeps track of maximum level ever achieved. 1629 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1630 * New abilties can only be gained by surpassing this max level
1449 */ 1631 */
1450 if (who->level > abil->level) { 1632 if (who->level > abil->level)
1633 {
1451 /* increase our focused ability */ 1634 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1635 abil->resist[abil->stats.exp]++;
1453
1454 1636
1637
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1638 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1639 {
1456 /* time to hand out a new ability-gift */ 1640 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1641 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1642 }
1460 1643
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1644 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1645 {
1462 /* apply new ability focus */ 1646 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1647 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1649
1467 abil->stats.exp = abil->last_eat; 1650 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1651 abil->last_eat = 0;
1469 } 1652 }
1470 1653
1471 abil->level = who->level; 1654 abil->level = who->level;
1472 } 1655 }
1473 1656
1474 /* last but not least, set the new title for the dragon */ 1657 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1658 set_dragon_name (who, abil, skin);
1476} 1659}
1477 1660
1478/* Handy function - given the skill name skill_name, we find the skill 1661/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1662 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1663 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1664 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1665 * want to do something with it immediately.
1483 */ 1666 */
1667object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1668give_skill_by_name (object *op, const char *skill_name)
1485{ 1669{
1486 object *skill_obj; 1670 object *skill_obj;
1487 1671
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1672 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1673 if (!skill_obj)
1674 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1676 return NULL;
1492 } 1677 }
1493 /* clear the flag - exp goes into this bucket, but player 1678 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1679 * still doesn't know it.
1495 */ 1680 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1682 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1683 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1684 insert_ob_in_ob (skill_obj, op);
1685
1500 if (op->contr) { 1686 if (op->contr)
1687 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1691 }
1692
1504 return skill_obj; 1693 return skill_obj;
1505} 1694}
1506 1695
1507 1696
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1697/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1698 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1699 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1700 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1701 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1702 * (eg, skill)
1514 */ 1703 */
1704void
1515void player_lvl_adj(object *who, object *op) { 1705player_lvl_adj (object *who, object *op)
1706{
1516 char buf[MAX_BUF]; 1707 char buf[MAX_BUF];
1517 1708
1518 if(!op) /* when rolling stats */ 1709 if (!op) /* when rolling stats */
1519 op = who; 1710 op = who;
1520 1711
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 {
1522 op->level++; 1714 op->level++;
1523 1715
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1717 dragon_level_gain (who);
1526 1718
1527 /* Only roll these if it is the player (who) that gained the level */ 1719 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1720 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1722 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1723 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725 }
1726
1727 who->update_stats ();
1728 if (op->level > 1)
1532 } 1729 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1730 if (op->type != PLAYER)
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 else
1539 sprintf(buf,"You are now level %d.",op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 }
1542 player_lvl_adj(who,op); /* To increase more levels */
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1732 else
1733 sprintf (buf, "You are now level %d.", op->level);
1734 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 }
1737 player_lvl_adj (who, op); /* To increase more levels */
1738 }
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 {
1741 op->level--;
1742 who->update_stats ();
1743 if (op->type != PLAYER)
1549 } 1744 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 }
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1748 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1749 }
1750
1552 /* check if the spell data has changed */ 1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1753 esrv_update_spells (who->contr);
1554} 1754}
1555 1755
1556/* 1756/*
1557 * Returns how much experience is needed for a player to become 1757 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1758 * the given level. level should really never exceed max_level
1559 */ 1759 */
1560 1760
1761sint64
1561sint64 level_exp(int level,double expmul) { 1762level_exp (int level, double expmul)
1763{
1562 if (level > settings.max_level) 1764 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1765 return (sint64) (expmul * levels[settings.max_level]);
1564 return (sint64) (expmul * levels[level]); 1766 return (sint64) (expmul * levels[level]);
1565} 1767}
1566 1768
1567/* 1769/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1770 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1771 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1772 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1773 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1774 * this can now work on a much larger set of objects.
1573 */ 1775 */
1776void
1574void calc_perm_exp(object *op) 1777calc_perm_exp (object *op)
1575{ 1778{
1576 int p_exp_min; 1779 int p_exp_min;
1577 1780
1578 /* Ensure that our permanent experience minimum is met. 1781 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1782 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1783 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1784 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1785
1583 if (op->perm_exp < p_exp_min) 1786 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1787 op->perm_exp = p_exp_min;
1585 1788
1586 /* Cap permanent experience. */ 1789 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1790 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1791 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1793 op->perm_exp = MAX_EXPERIENCE;
1591} 1794}
1592
1593 1795
1594/* Add experience to a player - exp should only be positive. 1796/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1797 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1798 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1799 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1800 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1801 * flag is what to do if the player doesn't have the skill:
1600 */ 1802 */
1601 1803static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1804add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1805{
1604 object *skill_obj = NULL; 1806 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1807 sint64 limit, exp_to_add;
1606 int i; 1808 int i;
1607 1809
1614 * chosen_skill. This means we don't need to search through 1816 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1817 * the players inventory.
1616 */ 1818 */
1617 if (skill_name) 1819 if (skill_name)
1618 { 1820 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1822 skill_obj = op->chosen_skill;
1622 else 1823 else
1623 { 1824 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1825 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1826 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1827 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1828 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1829 break;
1630 } 1830 }
1631 1831
1650 exp_to_add = exp; 1850 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1851 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1852 if (exp_to_add > limit)
1653 exp_to_add = limit; 1853 exp_to_add = limit;
1654 1854
1655 ADD_EXP (op->stats.exp, 1855 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1856 if (settings.permanent_exp_ratio)
1659 { 1857 {
1660 ADD_EXP (op->perm_exp, 1858 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1859 calc_perm_exp (op);
1664 } 1860 }
1665 1861
1666 player_lvl_adj (op, NULL); 1862 player_lvl_adj (op, NULL);
1667 } 1863 }
1674 exp_to_add = limit; 1870 exp_to_add = limit;
1675 1871
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1872 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1873 if (settings.permanent_exp_ratio)
1678 { 1874 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1875 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1876 calc_perm_exp (skill_obj);
1682 } 1877 }
1683 1878
1684 player_lvl_adj (op, skill_obj); 1879 player_lvl_adj (op, skill_obj);
1685 } 1880 }
1691 * adjustments based on permanent exp and the like. 1886 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1887 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1888 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1889 * amount that should get subtract from the player.
1695 */ 1890 */
1891sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1892check_exp_loss (const object *op, sint64 exp)
1697{ 1893{
1698 sint64 del_exp; 1894 sint64 del_exp;
1699 1895
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1896 if (exp > op->stats.exp)
1897 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1898 if (settings.permanent_exp_ratio)
1899 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1900 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1901 if (del_exp < 0)
1902 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1903 if (exp > del_exp)
1904 exp = del_exp;
1705 } 1905 }
1706 return exp; 1906 return exp;
1707} 1907}
1708 1908
1909sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1910check_exp_adjust (const object *op, sint64 exp)
1710{ 1911{
1912 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1913 return check_exp_loss (op, exp);
1914 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1915 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1916}
1714 1917
1715 1918
1716/* Subtracts experience from player. 1919/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1920 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1926 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1927 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1928 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1929 * a postive number.
1727 */ 1930 */
1931static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1932subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1933{
1730 float fraction = (float) exp/(float) op->stats.exp; 1934 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1935 object *tmp;
1732 sint64 del_exp; 1936 sint64 del_exp;
1733 1937
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1938 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1939 if (tmp->type == SKILL && tmp->stats.exp)
1940 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1941 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1942 {
1737 del_exp = check_exp_loss(tmp, exp); 1943 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1944 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1945 player_lvl_adj (op, tmp);
1946 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1947 else if (flag != SK_SUBTRACT_SKILL_EXP)
1948 {
1741 /* only want to process other skills if we are not trying 1949 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1950 * to match a specific skill.
1743 */ 1951 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1953 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1954 player_lvl_adj (op, tmp);
1747 } 1955 }
1748 } 1956 }
1957
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1959 {
1750 del_exp = check_exp_loss(op, exp); 1960 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1961 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1962 player_lvl_adj (op, NULL);
1753 } 1963 }
1754} 1964}
1755
1756
1757 1965
1758/* change_exp() - changes experience to a player/monster. This 1966/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1967 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1968 *
1761 * The exp passed is typically not modified much by this function - 1969 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1970 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1971 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1972 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1973 * these last two values are only used for players.
1766 */ 1974 */
1767 1975void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1976change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1977{
1769 1978
1770#ifdef EXP_DEBUG 1979#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1981#endif
1776#endif
1777 1982
1778 /* safety */ 1983 /* safety */
1779 if(!op) { 1984 if (!op)
1985 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1986 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1987 return;
1782 } 1988 }
1783 1989
1784 /* if no change in exp, just return - most of the below code 1990 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1991 * won't do anything if the value is 0 anyways.
1786 */ 1992 */
1787 if (exp == 0) return; 1993 if (exp == 0)
1994 return;
1788 1995
1789 /* Monsters are easy - we just adjust their exp - we 1996 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1997 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1998 * the exp they have - the monsters exp represents what its
1792 * worth. 1999 * worth.
1793 */ 2000 */
1794 if(op->type != PLAYER) { 2001 if (op->type != PLAYER)
2002 {
1795 /* Sanity check */ 2003 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
1797 2006
1798 /* reset exp to max allowed value. We subtract from 2007 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 2009 * more than max exp, just return.
2010 */
2011 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2012 {
2013 exp = MAX_EXPERIENCE - op->stats.exp;
2014 if (exp < 0)
2015 return;
2016 }
2017
2018 op->stats.exp += exp;
2019 }
2020 else
2021 { /* Players only */
2022 if (exp > 0)
2023 add_player_exp (op, exp, skill_name, flag);
2024 else
2025 /* note that when you lose exp, it doesn't go against
2026 * a particular skill, so we don't need to pass that
2027 * along.
1801 */ 2028 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 2030 }
1820} 2031}
1821 2032
1822/* Applies a death penalty experience, the size of this is defined by the 2033/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 2035 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 2036 */
1826 2037
2038void
1827void apply_death_exp_penalty(object *op) { 2039apply_death_exp_penalty (object *op)
2040{
1828 object *tmp; 2041 object *tmp;
1829 sint64 loss; 2042 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 2045
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 2046 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
1835 2049
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2050 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 2052
1839 /* With the revised exp system, you can get cases where 2053 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 2054 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 2055 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 2056 * tables is a lot harder.
1843 */ 2057 */
1844 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1845 2060
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 2062
1848 tmp->stats.exp -= loss; 2063 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 2064 player_lvl_adj (op, tmp);
1850 } 2065 }
1851 2066
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 2069 if (level_loss < 0)
2070 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 2072
1857 op->stats.exp -= loss; 2073 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 2074 player_lvl_adj (op, NULL);
1859} 2075}
1860 2076
1861/* This function takes an object (monster/player, op), and 2077/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 2078 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 2079 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 2080 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 2081 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2082 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2083 */
2084int
1868int did_make_save(const object *op, int level, int bonus) 2085did_make_save (const object *op, int level, int bonus)
1869{ 2086{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
1871 2089
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2091 return 0;
2092
2093 return 1;
1875} 2094}
1876

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