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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
387 int nstat, ostat; 388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
404 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 406 }
407
404 if (nstat != ostat) { 408 if (nstat != ostat)
409 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 410 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 411 potion_max = 0;
407 } 412 }
408 else if (i) { 413 else if (i)
414 {
409 /* potion is useless - player has already hit the natural maximum */ 415 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 416 potion_max = 1;
411 } 417 }
412 } 418 }
419
413 /* This section of code ups the characters normal stats also. I am not 420 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 421 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 422 * recalculates this anyway.
416 */ 423 */
417 for(j=0;j<NUM_STATS;j++) 424 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
426
419 check_stat_bounds(&(op->stats)); 427 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 428 } /* end of potion handling code */
421 } 429 }
422 430
423 /* reset attributes that fix_player doesn't reset since it doesn't search 431 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 432 * everything to set
425 */ 433 */
426 if(flag == -1) { 434 if (flag == -1)
435 {
427 op->attacktype&=~tmp->attacktype; 436 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 437 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 438 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 439 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 440 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 441 * and not the other move_ fields.
433 */ 442 */
434 op->move_type &= ~tmp->move_type; 443 op->move_type &= ~tmp->move_type;
435 } 444 }
436 445
437 /* call fix_player since op object could have whatever attribute due 446 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 447 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 448 * change_ability then might as well call it from here
440 */ 449 */
441 fix_player(op); 450 op->update_stats ();
442 451
443 /* Fix player won't add the bows ability to the player, so don't 452 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 453 * print out message if this is a bow.
445 */ 454 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 {
447 success=1; 457 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 459 }
460
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
462 {
452 success=1; 463 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 465 }
466
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
468 {
457 success=1; 469 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 471 }
472
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
462 success=1; 475 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 477 }
478
466 /* movement type has changed. We don't care about cases where 479 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 480 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 481 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 482 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 483 * from fly high)
471 */ 484 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 485 if (tmp->move_type && op->move_type != refop.move_type)
486 {
473 success=1; 487 success = 1;
474 488
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 490 * status doesn't make a difference if you are flying high
477 */ 491 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 495 }
481 496
482 if (tmp->move_type & MOVE_FLY_HIGH) { 497 if (tmp->move_type & MOVE_FLY_HIGH)
498 {
483 /* double conditional - second case covers if you have move_fly_low - 499 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 500 * in that case, you don't actually land
485 */ 501 */
486 DIFF_MSG(flag, "You soar into the air air!.", 502 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 504 }
490 if (tmp->move_type & MOVE_SWIM) 505 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 507
493 /* Changing move status may mean you are affected by things you weren't before */ 508 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 509 check_move_on (op, op);
495 } 510 }
496 511
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 512 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 513 * originally undead may change their status
499 */ 514 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 {
502 success=1; 518 success = 1;
503 if(flag>0) { 519 if (flag > 0)
504 if(op->race) free_string(op->race); 520 {
505 op->race=add_string("undead"); 521 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 }
507 } else { 524 else
508 if(op->race) free_string(op->race); 525 {
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race); 526 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 }
529 }
530
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
532 {
533 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 }
536
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
538 {
539 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 }
542
543 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision
545 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND))
547 {
548 success = 1;
549 if (flag > 0)
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND);
557 if (op->type == PLAYER)
558 op->contr->do_los = 1;
514 } 559 }
515 } 560 }
516 561 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 562 {
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 563 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 565 else
566 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 568 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 569 if (op->type == PLAYER)
537 op->contr->do_los=1; 570 op->contr->do_los = 1;
538 } 571 }
539 } else { 572 }
573 }
574
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
576 {
577 success = 1;
578 if (op->type == PLAYER)
579 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 }
582
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
584 {
585 success = 1;
586 if (flag > 0)
587 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 588 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 590 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 591 {
544 CLEAR_FLAG(op,FLAG_BLIND); 592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 593 if (op->type == PLAYER)
546 op->contr->do_los=1; 594 op->contr->do_los = 1;
547 } 595 }
548 } 596 }
549 } 597 else
550 598 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 599 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 601 else
602 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 604 if (op->type == PLAYER)
566 op->contr->do_los=1; 605 op->contr->do_los = 1;
567 } 606 }
568 } else { 607 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 608 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 609
610 if (tmp->stats.luck)
611 {
612 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 }
615
616 if (tmp->stats.hp && op->type == PLAYER)
617 {
618 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 }
621
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
623 {
624 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 }
627
628 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER)
630 {
631 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 }
634
635 if (tmp->stats.food && op->type == PLAYER)
636 {
637 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 }
640
641 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++)
643 {
644 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */
646
647 if (op->resist[i] != refop.resist[i])
648 {
649 success = 1;
650 if (op->resist[i] > refop.resist[i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 652 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 654
574 op->contr->do_los=1; 655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 }
657 }
658
659 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++)
662 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 {
665 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 667 }
576 } 668 }
577 } 669 }
578 670
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success; 671 return success;
635} 672}
636 673
637/* 674/*
638 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 677 */
641 678
642void drain_stat(object *op) { 679void
680object::drain_stat ()
681{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (rndm (NUM_STATS));
644} 683}
645 684
685void
646void drain_specific_stat(object *op, int deplete_stats) { 686object::drain_specific_stat (int deplete_stats)
687{
647 object *tmp; 688 object *tmp;
648 archetype *at; 689 archetype *at;
649 690
650 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 692 if (!at)
693 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 695 return;
696 }
654 } else { 697 else
698 {
655 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, this);
700
656 if (!tmp) { 701 if (!tmp)
702 {
657 tmp = arch_to_object(at); 703 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 704 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 705 SET_FLAG (tmp, FLAG_APPLIED);
660 } 706 }
661 } 707 }
662 708
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 710 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 711 update_stats ();
666} 712}
667 713
668/* 714/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 715 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 716 * via an applied bad_luck object.
671 */ 717 */
672 718void
673void change_luck(object *op, int value) { 719object::change_luck (int value)
674 object *tmp; 720{
675 archetype *at; 721 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 722 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 724 else
725 {
682 tmp = present_arch_in_ob(at, op); 726 object *tmp = present_arch_in_ob (at, this);
727
683 if (!tmp) { 728 if (!tmp)
729 {
730 if (!value)
731 return;
732
733 tmp = arch_to_object (at);
734 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED);
736 }
737
684 if (!value) 738 if (value)
685 return; 739 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 740 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 741 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 742 * in op itself).
694 */ 743 */
695 new_luck = tmp->stats.luck+value; 744 int new_luck = tmp->stats.luck + value;
745
696 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
697 op->stats.luck+=value; 748 stats.luck += value;
698 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
699 } 751 }
700 } else { 752 else
753 {
701 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
702 return; 755 return;
703 } 756
704 /* Randomly change the players luck. Basically, we move it 757 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 758 * back neutral (if greater>0, subtract, otherwise add)
706 */ 759 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 760 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 {
708 int diff = tmp->stats.luck>0?-1:1; 762 int diff = tmp->stats.luck > 0 ? -1 : 1;
763
709 op->stats.luck += diff; 764 stats.luck += diff;
710 tmp->stats.luck += diff; 765 tmp->stats.luck += diff;
766 }
711 } 767 }
712 }
713 } 768 }
714} 769}
715 770
716/* 771/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 772 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 773 */
719 774void
720void remove_statbonus(object *op) { 775object::remove_statbonus ()
776{
721 op->stats.Str -= op->arch->clone.stats.Str; 777 stats.Str -= arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 778 stats.Dex -= arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 779 stats.Con -= arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 780 stats.Wis -= arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 781 stats.Pow -= arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 782 stats.Cha -= arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int; 783 stats.Int -= arch->clone.stats.Int;
784
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 785 contr->orig_stats.Str -= arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 787 contr->orig_stats.Con -= arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 791 contr->orig_stats.Int -= arch->clone.stats.Int;
735} 792}
736 793
737/* 794/*
738 * Adds stat-bonuses given by the class which the player has chosen. 795 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 796 */
740 797void
741void add_statbonus(object *op) { 798object::add_statbonus ()
799{
742 op->stats.Str += op->arch->clone.stats.Str; 800 stats.Str += arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 801 stats.Dex += arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 802 stats.Con += arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 803 stats.Wis += arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 804 stats.Pow += arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha; 805 stats.Cha += arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int; 806 stats.Int += arch->clone.stats.Int;
807
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 808 contr->orig_stats.Str += arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 809 contr->orig_stats.Dex += arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 810 contr->orig_stats.Con += arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 811 contr->orig_stats.Wis += arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 812 contr->orig_stats.Pow += arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 813 contr->orig_stats.Cha += arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 814 contr->orig_stats.Int += arch->clone.stats.Int;
756} 815}
757 816
758/* 817/*
759 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
764 */ 823 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
767 */ 826 */
768 827void
769void fix_player(object *op) { 828object::update_stats ()
829{
770 int i,j; 830 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 832 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
836 float old_speed = speed;
777 837
778 /* First task is to clear all the values back to their original values */ 838 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 839 if (type == PLAYER)
840 {
780 for(i=0;i<NUM_STATS;i++) { 841 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
782 } 843
783 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 845 contr->encumbrance = 0;
785 846
786 op->attacktype=0; 847 attacktype = 0;
787 op->contr->digestion = 0; 848 contr->digestion = 0;
788 op->contr->gen_hp = 0; 849 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 850 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 851 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 852 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 853 contr->item_power = 0;
793 854
794 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
795 * 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
796 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
798 */ 859 */
799 op->contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
800 op->contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
801 op->contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
802 } 863 }
864
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
804 866
805 if(op->slaying!=NULL) { 867 slaying = 0;
806 free_string(op->slaying); 868
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 869 if (!QUERY_FLAG (this, FLAG_WIZ))
870 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 871 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 873 }
813 874
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 875 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 876 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 877 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 878
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
826 op->path_attuned=op->arch->clone.path_attuned; 884 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 885 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 886 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 887 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 888 move_type = arch->clone.move_type;
831 op->chosen_skill = NULL; 889 chosen_skill = NULL;
832 890
833 /* initializing resistances from the values in player/monster's 891 /* initializing resistances from the values in player/monster's
834 * archetype clone 892 * archetype clone
835 */ 893 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 894 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 895
838 for (i=0;i<NROFATTACKS;i++) { 896 for (i = 0; i < NROFATTACKS; i++)
897 {
839 if (op->resist[i] > 0) 898 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 899 prot[i] = resist[i], vuln[i] = 0;
841 else 900 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 901 vuln[i] = -(resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 902 potion_resist[i] = 0;
844 } 903 }
845 904
846 wc=op->arch->clone.stats.wc; 905 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 906 stats.dam = arch->clone.stats.dam;
848 907
849 /* 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,
850 * plus a small amount of physical resist, those poor suckers. ;) 909 * plus a small amount of physical resist, those poor suckers. ;)
851 * 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 -
852 * 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,
853 * 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
854 * that their protection from physical goes down 913 * that their protection from physical goes down
855 */ 914 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 917 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 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;
859 } 919 }
860 else 920 else
861 ac=op->arch->clone.stats.ac; 921 ac = arch->clone.stats.ac;
862 922
863 op->stats.luck=op->arch->clone.stats.luck; 923 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 924 speed = arch->clone.speed;
865 925
866 /* 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.
867 * 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.
868 */ 928 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 929 for (tmp = inv; tmp; tmp = tmp->below)
930 {
871 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
873 */ 933 */
874 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;
875 936
876 /* This happens because apply_potion calls change_abil with the potion 937 /* This happens because apply_potion calls change_abil with the potion
877 * 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
878 * then calls this function. 939 * then calls this function.
879 */ 940 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 942 continue;
882 }
883 943
884 /* For some things, we don't care what is equipped */ 944 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 945 if (tmp->type == SKILL)
946 {
886 /* Want to take the highest skill here. */ 947 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 948 if (IS_MANA_SKILL (tmp->subtype))
949 {
888 if (!mana_obj) mana_obj=tmp; 950 if (!mana_obj)
951 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 952 else if (tmp->level > mana_obj->level)
953 mana_obj = tmp;
890 } 954 }
955
891 if (IS_GRACE_SKILL(tmp->subtype)) { 956 if (IS_GRACE_SKILL (tmp->subtype))
957 {
892 if (!grace_obj) grace_obj=tmp; 958 if (!grace_obj)
959 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 960 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp;
894 } 962 }
895 } 963 }
896 964
897 /* 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
898 * objects need to make adjustments. 966 * objects need to make adjustments.
899 * This block should handle all player specific changes 967 * This block should handle all player specific changes
900 * 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
901 * in the praying skill, and the player should always get those. 969 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 970 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 971 * because the skill shouldn't count against body positions being used
904 * up, etc. 972 * up, etc.
905 */ 973 */
906 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) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 {
908 if(op->type==PLAYER) { 977 if (type == PLAYER)
978 {
909 if (tmp->type == BOW) 979 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 980 contr->ranges[range_bow] = tmp;
911 981
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 983 contr->ranges[range_misc] = tmp;
914 984
915 for(i=0;i<NUM_STATS;i++) 985 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
917 987
918 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
919 * 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
920 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
921 */ 991 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) { 999 (tmp->type == SKILL))
1000 {
930 op->contr->digestion += tmp->stats.food; 1001 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 1002 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 1003 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 1004 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1005 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1006 contr->item_power += tmp->item_power;
936 } 1007 }
937 } /* if this is a player */ 1008 } /* if this is a player */
938 1009
939 /* Update slots used for items */ 1010 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1011 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 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;
943 } 1020 }
944 1021
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1026 */
955 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
1028 {
956 for (i=0; i<NROFATTACKS; i++) { 1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
957 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
959 */ 1033 */
960 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
1035 {
961 if (potion_resist[i]) 1036 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1038 else
964 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
965 } 1040 }
966 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 1045 }
971 } 1046 }
972 1047
973 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1050 attacktype |= tmp->attacktype;
976 1051
977 op->path_attuned|=tmp->path_attuned; 1052 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1053 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1054 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1055 stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
982 1057
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1065
991 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))
992 SET_FLAG(op,FLAG_UNDEAD); 1067 SET_FLAG (this, FLAG_UNDEAD);
993 1068
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1071 SET_FLAG (this, FLAG_MAKE_INVIS);
996 op->invisible=1; 1072 invisible = 1;
997 } 1073 }
998 1074
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1075 if (tmp->stats.exp && tmp->type != SKILL)
1076 {
1000 if(tmp->stats.exp > 0) { 1077 if (tmp->stats.exp > 0)
1078 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1079 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1081 }
1003 } else 1082 else
1004 added_speed+=(float)tmp->stats.exp; 1083 added_speed += (float) tmp->stats.exp;
1005 } 1084 }
1006 1085
1007 switch(tmp->type) { 1086 switch (tmp->type)
1087 {
1008 /* skills modifying the character -b.t. */ 1088 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1089 /* for all skills and skill granting objects */
1010 case SKILL: 1090 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1092 break;
1043 1093
1044 case SKILL_TOOL: 1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1045 if (op->chosen_skill) { 1097 if (chosen_skill)
1046 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);
1047 } 1099
1048 op->chosen_skill = tmp; 1100 chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1101
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam) 1102 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1103 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1105 weapon_speed = (int) WEAPON_SPEED (tmp);
1069 break;
1070 1106
1071 case WEAPON: 1107 if (weapon_speed < 0)
1072 wc-=(tmp->stats.wc+tmp->magic); 1108 weapon_speed = 0;
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1109
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1110 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0; 1112
1079 if(tmp->slaying!=NULL) { 1113 if (tmp->magic)
1080 if (op->slaying != NULL) 1114 stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1115 }
1084 /* If there is desire that two handed weapons should do 1116
1085 * extra strength damage, this is where the code should 1117 if (tmp->stats.wc)
1086 * go. 1118 wc -= (tmp->stats.wc + tmp->magic);
1087 */ 1119
1088 op->current_weapon = tmp; 1120 if (tmp->slaying != NULL)
1121 slaying = tmp->slaying;
1122
1123 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic);
1125
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1126 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1127 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1091 break;
1092 1128
1093 case ARMOUR: /* Only the best of these three are used: */ 1129 if (type == PLAYER)
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1130 contr->ranges[range_skill] = this;
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1131
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 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;
1119 } /* switch tmp->type */ 1227 } /* switch tmp->type */
1120 } /* item is equipped */ 1228 } /* item is equipped */
1121 } /* for loop of items */ 1229 } /* for loop of items */
1122 1230
1123 /* 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
1124 * have generated intermediate values which we now need to assign. 1232 * have generated intermediate values which we now need to assign.
1125 */ 1233 */
1126 1234
1127 /* 'total resistance = total protections - total vulnerabilities'. 1235 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1236 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1237 * than that, we take: 'total resistance = resistance from potion'.
1130 * 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
1131 * 'total resistance = vulnerability from cursed potion'. 1239 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1240 */
1133 for (i=0; i<NROFATTACKS; i++) { 1241 for (i = 0; i < NROFATTACKS; i++)
1242 {
1134 op->resist[i] = prot[i] - vuln[i]; 1243 resist[i] = prot[i] - vuln[i];
1244
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1246 resist[i] = potion_resist[i];
1138 } 1247 }
1139 1248
1140 /* Figure out the players sp/mana/hp totals. */ 1249 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1250 if (type == PLAYER)
1251 {
1142 int pl_level; 1252 int pl_level;
1143 1253
1144 check_stat_bounds(&(op->stats)); 1254 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1255 pl_level = level;
1146 1256
1257 if (pl_level < 1)
1147 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! */
1148 1259
1149 /* 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,
1150 * 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.
1151 */ 1262 */
1152 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 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1267 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1155 if (con_bonus[op->stats.Con]>0) 1269 if (con_bonus[stats.Con] > 0)
1156 j++; 1270 j++;
1157 else 1271 else
1158 j--; 1272 j--;
1159 } 1273 }
1274
1160 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 */
1161 } 1276 }
1162 1277
1163 for(i=11;i<=op->level;i++) 1278 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1279 stats.maxhp += 2;
1165 1280
1166 if(op->stats.hp>op->stats.maxhp) 1281 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1282 stats.hp = stats.maxhp;
1168 1283
1169 /* Sp gain is controlled by the level of the player's 1284 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1285 * relevant experience object (mana_obj, see above)
1171 */ 1286 */
1172 /* following happen when skills system is not used */ 1287 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1288 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1289 mana_obj = this;
1290
1291 if (!grace_obj)
1292 grace_obj = this;
1293
1175 /* set maxsp */ 1294 /* set maxsp */
1176 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;
1177 1297
1178 if (mana_obj == op && op->type == PLAYER) { 1298 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1299 stats.maxsp = 1;
1180 } else { 1300 else
1301 {
1181 sp_tmp=0.0; 1302 sp_tmp = 0.0;
1303
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1304 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1305 {
1183 float stmp; 1306 float stmp;
1184 1307
1185 /* Got some extra bonus at first level */ 1308 /* Got some extra bonus at first level */
1186 if(i<2) { 1309 if (i < 2)
1187 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);
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1311 else
1190 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;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1313
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0; 1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1195 sp_tmp+=stmp; 1317 sp_tmp += stmp;
1196 } 1318 }
1319
1197 op->stats.maxsp=(int)sp_tmp; 1320 stats.maxsp = (int) sp_tmp;
1198 1321
1199 for(i=11;i<=mana_obj->level;i++) 1322 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1323 stats.maxsp += 2;
1201 } 1324 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1325 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1326 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1327 stats.sp = stats.maxsp * 2;
1205 1328
1206 /* 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 */
1207 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;
1208 1332
1209 if (grace_obj == op && op->type == PLAYER) { 1333 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1334 stats.maxgrace = 1;
1211 } else { 1335 else
1336 {
1212 /* 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
1213 * 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
1214 * 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
1215 * step of 8 - with floats, even fractional ones are useful. 1340 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1341 */
1217 sp_tmp=0.0; 1342 sp_tmp = 0.0;
1218 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 {
1219 float grace_tmp=0.0; 1345 float grace_tmp = 0.0;
1220 1346
1221 /* Got some extra bonus at first level */ 1347 /* Got some extra bonus at first level */
1222 if(i<2) { 1348 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1225 } else { 1351 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1352 grace_tmp = (float) contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] + 1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1354
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1231 sp_tmp+=grace_tmp; 1358 sp_tmp += grace_tmp;
1232 } 1359 }
1360
1233 op->stats.maxgrace=(int)sp_tmp; 1361 stats.maxgrace = (int) sp_tmp;
1234 1362
1235 /* two grace points per level after 11 */ 1363 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1364 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1365 stats.maxgrace += 2;
1238 } 1366 }
1239 /* No limit on grace vs maxgrace */ 1367 /* No limit on grace vs maxgrace */
1240 1368
1241 if(op->contr->braced) { 1369 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1370 {
1371 ac += 2;
1372 wc += 4;
1373 }
1245 else 1374 else
1246 ac-=dex_bonus[op->stats.Dex]; 1375 ac -= dex_bonus[stats.Dex];
1247 1376
1248 /* In new exp/skills system, wc bonuses are related to 1377 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1378 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1379 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1380 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1381 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1382 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1383 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1384 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1385 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1386 * monster bonus the same as before. -b.t.
1258 */ 1387 */
1259 1388
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1389 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1390 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) { 1392 for (i = 1; i < wc_obj->level; i++)
1393 {
1263 /* addtional wc every 6 levels */ 1394 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1395 if (!(i % 6))
1396 wc--;
1265 /* addtional dam every 4 levels. */ 1397 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1268 } 1400 }
1401 }
1269 } else 1402 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1403 wc -= (level + thaco_bonus[stats.Str]);
1271 1404
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1405 stats.dam += dam_bonus[stats.Str];
1273 1406
1274 if(op->stats.dam<1) 1407 if (stats.dam < 1)
1275 op->stats.dam=1; 1408 stats.dam = 1;
1276 1409
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1410 speed = 1.0 + speed_bonus[stats.Dex];
1411
1278 if (settings.search_items && op->contr->search_str[0]) 1412 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1413 speed -= 1;
1414
1280 if (op->attacktype==0) 1415 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1416 attacktype = arch->clone.attacktype;
1282 1417
1283 } /* End if player */ 1418 } /* End if player */
1284 1419
1285 if(added_speed>=0) 1420 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1421 speed += added_speed / 10.0;
1287 else /* Something wrong here...: */ 1422 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1423 speed /= (float) (1.0 - added_speed);
1289 1424
1290 /* Max is determined by armour */ 1425 /* Max is determined by armour */
1291 if(op->speed>max) 1426 if (speed > max)
1292 op->speed=max; 1427 speed = max;
1293 1428
1294 if(op->type == PLAYER) { 1429 if (type == PLAYER)
1430 {
1295 /* 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)
1296 * or below (negative number) that the player is carrying. If above 1432 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1433 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1434 * much above he is, and what is max carry is
1299 */ 1435 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1436 f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0)
1301 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]);
1302 } 1439 }
1303 1440
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1441 speed += bonus_speed / 10.0; /* Not affected by limits */
1305 1442
1306 /* 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
1307 * 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.
1308 */ 1445 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1446 speed = speed * speed_reduce_from_disease;
1310 1447
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1448 if (speed < 0.01 && type == PLAYER)
1449 speed = 0.01;
1312 1450
1313 if(op->type == PLAYER) { 1451 if (type == PLAYER)
1452 {
1314 float M,W,s,D,K,S,M2; 1453 float M, W, s, D, K, S, M2;
1315 1454
1316 /* (This formula was made by vidarl@ifi.uio.no) 1455 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1456 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1457 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1458 * that would just be a real pain to read.
1320 */ 1459 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1460 M = (max_carry[stats.Str] - 121) / 121.0;
1322 M2=max_carry[op->stats.Str]/100.0; 1461 M2 = max_carry[stats.Str] / 100.0;
1323 W=weapon_weight/20000.0; 1462 W = weapon_weight / 20000.0;
1324 s=2-weapon_speed/10.0; 1463 s = 2 - weapon_speed / 10.0;
1325 D=(op->stats.Dex-14)/14.0; 1464 D = (stats.Dex - 14) / 14.0;
1326 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;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1466 K *= (4 + level) / (float) (6 + level) * 1.2;
1328 if(K<=0) K=0.01; 1467 if (K <= 0)
1468 K = 0.01;
1329 S=op->speed/(K*s); 1469 S = speed / (K * s);
1330 op->contr->weapon_sp=S; 1470 contr->weapon_sp = S;
1331 } 1471 }
1472
1332 /* 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: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3; 1475 stats.dam = arch->clone.stats.dam * 3;
1336 1476
1337 /* 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
1338 * 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,
1339 * so its value is the same. 1479 * so its value is the same.
1340 */ 1480 */
1341 if (wc>120) wc=120; 1481 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1343 op->stats.wc=wc; 1486 stats.wc = wc;
1344 1487
1345 if (ac>120) ac=120; 1488 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1347 op->stats.ac=ac; 1493 stats.ac = ac;
1348 1494
1349 /* 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,
1350 * give them walking as a default. 1496 * give them walking as a default.
1351 * 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
1352 * old behaviour - if your flying, your not walking - just 1498 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1499 * one or the other.
1354 */ 1500 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1501 if (move_type == 0)
1502 move_type = MOVE_WALK;
1356 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;
1357 1505
1358 update_ob_speed(op); 1506 if (speed != old_speed)
1507 set_speed (speed);
1359 1508
1360 /* 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,
1361 * so we will check that now. 1510 * so we will check that now.
1362 */ 1511 */
1363 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;
1364} 1521}
1365 1522
1366/* 1523/*
1367 * Returns true if the given player is a legal class. 1524 * Returns true if the given player is a legal class.
1368 * 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
1369 * check if the stat becomes negative, thus this function 1526 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1527 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1528 * false otherwise.
1372 */ 1529 */
1373 1530int
1374int allowed_class(const object *op) { 1531allowed_class (const object *op)
1532{
1375 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 &&
1376 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;
1377 op->stats.Cha>0;
1378} 1535}
1379 1536
1380/* 1537/*
1381 * set the new dragon name after gaining levels or 1538 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1539 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1542 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1543 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1544 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1545 * Please, anyone, write support for 'ext_title'.
1389 */ 1546 */
1547void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1548set_dragon_name (object *pl, const object *abil, const object *skin)
1549{
1391 int atnr=-1; /* attacknumber of highest level */ 1550 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1551 int level = 0; /* highest level */
1393 int i; 1552 int i;
1394 1553
1395 /* Perhaps do something more clever? */ 1554 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1555 if (!abil || !skin)
1397 1556 return;
1557
1398 /* first, look for the highest level */ 1558 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1559 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1560 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1561 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1562 {
1402 level = abil->resist[i]; 1563 level = abil->resist[i];
1403 atnr = i; 1564 atnr = i;
1404 } 1565 }
1405 } 1566 }
1406 1567
1407 /* 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,
1408 or else at random */ 1569 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1570 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1571 atnr = abil->stats.exp;
1412 1572
1413 level = (int)(level/5.); 1573 level = (int) (level / 5.);
1414 1574
1415 /* now set the new title */ 1575 /* now set the new title */
1416 if (pl->contr != NULL) { 1576 if (pl->contr != NULL)
1577 {
1417 if(level == 0) 1578 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1579 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1580 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1581 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1582 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1583 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1584 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1585 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else 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
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1594 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1595 }
1434 } 1596 }
1435 1597
1436 strcpy(pl->contr->own_title, ""); 1598 strcpy (pl->contr->own_title, "");
1437} 1599}
1438 1600
1439/* 1601/*
1440 * This function is called when a dragon-player gains 1602 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1603 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1604 * or change the ability-focus.
1443 */ 1605 */
1606void
1444void dragon_level_gain(object *who) { 1607dragon_level_gain (object *who)
1608{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1609 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1610 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1611 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1612 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1613
1450 /* 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
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1618 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1619 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1620 if (tmp->arch->name == dragon_ability_force)
1454 abil = tmp; 1621 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1622 else if (tmp->arch->name == dragon_skin_force)
1456 skin = tmp; 1623 skin = tmp;
1457 } 1624
1458 }
1459 /* if the force is missing -> bail out */ 1625 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1626 if (abil == NULL)
1461 1627 return;
1628
1462 /* The ability_force keeps track of maximum level ever achieved. 1629 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1630 * New abilties can only be gained by surpassing this max level
1464 */ 1631 */
1465 if (who->level > abil->level) { 1632 if (who->level > abil->level)
1633 {
1466 /* increase our focused ability */ 1634 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1635 abil->resist[abil->stats.exp]++;
1468
1469 1636
1637
1470 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 {
1471 /* time to hand out a new ability-gift */ 1640 /* time to hand out a new ability-gift */
1472 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.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1642 }
1475 1643
1476 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 {
1477 /* apply new ability focus */ 1646 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1647 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1649
1482 abil->stats.exp = abil->last_eat; 1650 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1651 abil->last_eat = 0;
1484 } 1652 }
1485 1653
1486 abil->level = who->level; 1654 abil->level = who->level;
1487 } 1655 }
1488 1656
1489 /* last but not least, set the new title for the dragon */ 1657 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1658 set_dragon_name (who, abil, skin);
1491} 1659}
1492 1660
1493/* 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
1494 * archetype/object, set appropriate values, and insert it into 1662 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1663 * the object (op) that is passed.
1496 * 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
1497 * want to do something with it immediately. 1665 * want to do something with it immediately.
1498 */ 1666 */
1667object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1668give_skill_by_name (object *op, const char *skill_name)
1500{ 1669{
1501 object *skill_obj; 1670 object *skill_obj;
1502 1671
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1672 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1673 if (!skill_obj)
1674 {
1505 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);
1506 return NULL; 1676 return NULL;
1507 } 1677 }
1508 /* clear the flag - exp goes into this bucket, but player 1678 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1679 * still doesn't know it.
1510 */ 1680 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1682 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1683 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1684 insert_ob_in_ob (skill_obj, op);
1685
1515 if (op->contr) { 1686 if (op->contr)
1687 {
1516 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)
1517 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
1518 } 1691 }
1692
1519 return skill_obj; 1693 return skill_obj;
1520} 1694}
1521 1695
1522 1696
1523/* 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
1524 * whether the player gets more hp, sp and new levels. 1698 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1699 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1700 * don't really gain levels
1527 * 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
1528 * (eg, skill) 1702 * (eg, skill)
1529 */ 1703 */
1704void
1530void player_lvl_adj(object *who, object *op) { 1705player_lvl_adj (object *who, object *op)
1706{
1531 char buf[MAX_BUF]; 1707 char buf[MAX_BUF];
1532 1708
1533 if(!op) /* when rolling stats */ 1709 if (!op) /* when rolling stats */
1534 op = who; 1710 op = who;
1535 1711
1536 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 {
1537 op->level++; 1714 op->level++;
1538 1715
1539 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))
1540 dragon_level_gain(who); 1717 dragon_level_gain (who);
1541 1718
1542 /* 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 */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1720 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 {
1544 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;
1545 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);
1546 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)
1547 } 1729 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1730 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 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)
1563 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)
1564 } 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 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1748 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1749 }
1750
1567 /* check if the spell data has changed */ 1751 /* check if the spell data has changed */
1752 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1753 esrv_update_spells (who->contr);
1569} 1754}
1570 1755
1571/* 1756/*
1572 * Returns how much experience is needed for a player to become 1757 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1758 * the given level. level should really never exceed max_level
1574 */ 1759 */
1575 1760
1761sint64
1576sint64 level_exp(int level,double expmul) { 1762level_exp (int level, double expmul)
1763{
1577 if (level > settings.max_level) 1764 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1765 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]); 1766 return (sint64) (expmul * levels[level]);
1580} 1767}
1581 1768
1582/* 1769/*
1583 * 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.
1584 * 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
1585 * proper range. Note that the checking of what is passed through 1772 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1773 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1774 * this can now work on a much larger set of objects.
1588 */ 1775 */
1776void
1589void calc_perm_exp(object *op) 1777calc_perm_exp (object *op)
1590{ 1778{
1591 int p_exp_min; 1779 int p_exp_min;
1592 1780
1593 /* Ensure that our permanent experience minimum is met. 1781 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1782 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1783 * to get the fraction */
1596 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);
1597 1785
1598 if (op->perm_exp < p_exp_min) 1786 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1787 op->perm_exp = p_exp_min;
1600 1788
1601 /* Cap permanent experience. */ 1789 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1790 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1791 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1792 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1793 op->perm_exp = MAX_EXPERIENCE;
1606} 1794}
1607
1608 1795
1609/* Add experience to a player - exp should only be positive. 1796/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1797 * Updates permanent exp for the skill we are adding to.
1611 * 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
1612 * NULL, in which case exp increases the players general 1799 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1800 * total, but not any particular skill.
1614 * 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:
1615 */ 1802 */
1616 1803static void
1617static 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)
1618{ 1805{
1619 object *skill_obj=NULL; 1806 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1807 sint64 limit, exp_to_add;
1621 int i; 1808 int i;
1622 1809
1623 /* prevents some forms of abuse. */ 1810 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1811 if (op->contr->braced)
1812 exp = exp / 5;
1625 1813
1626 /* Try to find the matching skill. 1814 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1815 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1816 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1817 * the players inventory.
1630 */ 1818 */
1631 if (skill_name) { 1819 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1820 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1822 skill_obj = op->chosen_skill;
1635 else { 1823 else
1824 {
1636 for (i=0; i<NUM_SKILLS; i++) 1825 for (i = 0; i < NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1826 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1827 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1828 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1829 break;
1641 } 1830 }
1642 1831
1643 /* Player doesn't have the skill. Check to see what to do, and give 1832 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1833 * it to the player if necessary
1645 */ 1834 */
1646 if (!skill_obj) { 1835 if (!skill_obj)
1836 {
1647 if (flag == SK_EXP_NONE) return; 1837 if (flag == SK_EXP_NONE)
1838 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1839 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1840 give_skill_by_name (op, skill_name);
1650 } 1841 }
1651 } 1842 }
1652 } 1843 }
1653 1844
1845 if (flag != SK_EXP_SKILL_ONLY)
1846 {
1654 /* Basically, you can never gain more experience in one shot 1847 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1848 * than half what you need to gain for next level.
1656 */ 1849 */
1657 exp_to_add = exp; 1850 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1851 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1852 if (exp_to_add > limit)
1853 exp_to_add = limit;
1660 1854
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1855 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1856 if (settings.permanent_exp_ratio)
1857 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1858 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1859 calc_perm_exp (op);
1665 } 1860 }
1666 1861
1667 player_lvl_adj(op,NULL); 1862 player_lvl_adj (op, NULL);
1863 }
1864
1668 if (skill_obj) { 1865 if (skill_obj)
1866 {
1669 exp_to_add = exp; 1867 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1868 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1869 if (exp_to_add > limit)
1870 exp_to_add = limit;
1871
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1872 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1873 if (settings.permanent_exp_ratio)
1874 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1875 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1876 calc_perm_exp (skill_obj);
1676 } 1877 }
1878
1677 player_lvl_adj(op,skill_obj); 1879 player_lvl_adj (op, skill_obj);
1678 } 1880 }
1679} 1881}
1680 1882
1681/* This function checks to make sure that object 'op' can 1883/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1884 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1886 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1887 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1888 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1889 * amount that should get subtract from the player.
1688 */ 1890 */
1891sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1892check_exp_loss (const object *op, sint64 exp)
1690{ 1893{
1691 sint64 del_exp; 1894 sint64 del_exp;
1692 1895
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1896 if (exp > op->stats.exp)
1897 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1898 if (settings.permanent_exp_ratio)
1899 {
1695 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);
1696 if (del_exp < 0) del_exp = 0; 1901 if (del_exp < 0)
1902 del_exp = 0;
1697 if (exp > del_exp) exp=del_exp; 1903 if (exp > del_exp)
1904 exp = del_exp;
1698 } 1905 }
1699 return exp; 1906 return exp;
1700} 1907}
1701 1908
1909sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1910check_exp_adjust (const object *op, sint64 exp)
1703{ 1911{
1912 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1913 return check_exp_loss (op, exp);
1914 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1915 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1916}
1707 1917
1708 1918
1709/* Subtracts experience from player. 1919/* Subtracts experience from player.
1710 * 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
1716 * 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
1717 * 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.
1718 * 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
1719 * a postive number. 1929 * a postive number.
1720 */ 1930 */
1931static void
1721static 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)
1722{ 1933{
1723 float fraction = (float) exp/(float) op->stats.exp; 1934 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1935 object *tmp;
1725 sint64 del_exp; 1936 sint64 del_exp;
1726 1937
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1938 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1939 if (tmp->type == SKILL && tmp->stats.exp)
1940 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1941 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1942 {
1730 del_exp = check_exp_loss(tmp, exp); 1943 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1944 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1945 player_lvl_adj (op, tmp);
1946 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1947 else if (flag != SK_SUBTRACT_SKILL_EXP)
1948 {
1734 /* only want to process other skills if we are not trying 1949 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1950 * to match a specific skill.
1736 */ 1951 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1953 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1954 player_lvl_adj (op, tmp);
1740 } 1955 }
1741 } 1956 }
1957
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1958 if (flag != SK_SUBTRACT_SKILL_EXP)
1959 {
1743 del_exp = check_exp_loss(op, exp); 1960 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1961 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1962 player_lvl_adj (op, NULL);
1746 } 1963 }
1747} 1964}
1748
1749
1750 1965
1751/* change_exp() - changes experience to a player/monster. This 1966/* change_exp() - changes experience to a player/monster. This
1752 * 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.
1753 * 1968 *
1754 * The exp passed is typically not modified much by this function - 1969 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1970 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1971 * skill_name is the skill that should get the exp added.
1757 * 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.
1758 * these last two values are only used for players. 1973 * these last two values are only used for players.
1759 */ 1974 */
1760 1975void
1761void 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{
1762 1978
1763#ifdef EXP_DEBUG 1979#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1981#endif
1769#endif
1770 1982
1771 /* safety */ 1983 /* safety */
1772 if(!op) { 1984 if (!op)
1985 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1986 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1987 return;
1775 } 1988 }
1776 1989
1777 /* 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
1778 * won't do anything if the value is 0 anyways. 1991 * won't do anything if the value is 0 anyways.
1779 */ 1992 */
1780 if (exp == 0) return; 1993 if (exp == 0)
1994 return;
1781 1995
1782 /* Monsters are easy - we just adjust their exp - we 1996 /* Monsters are easy - we just adjust their exp - we
1783 * 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
1784 * the exp they have - the monsters exp represents what its 1998 * the exp they have - the monsters exp represents what its
1785 * worth. 1999 * worth.
1786 */ 2000 */
1787 if(op->type != PLAYER) { 2001 if (op->type != PLAYER)
2002 {
1788 /* Sanity check */ 2003 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2004 if (!QUERY_FLAG (op, FLAG_ALIVE))
2005 return;
1790 2006
1791 /* reset exp to max allowed value. We subtract from 2007 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * 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.
1794 */ 2028 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 2029 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 2030 }
1813} 2031}
1814 2032
1815/* 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
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 2034 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 2035 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 2036 */
1819 2037
2038void
1820void apply_death_exp_penalty(object *op) { 2039apply_death_exp_penalty (object *op)
2040{
1821 object *tmp; 2041 object *tmp;
1822 sint64 loss; 2042 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 2045
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 2046 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 2047 if (tmp->type == SKILL && tmp->stats.exp)
2048 {
1828 2049
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2050 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 2052
1832 /* With the revised exp system, you can get cases where 2053 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 2054 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 2055 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 2056 * tables is a lot harder.
1836 */ 2057 */
1837 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1838 2060
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 2062
1841 tmp->stats.exp -= loss; 2063 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 2064 player_lvl_adj (op, tmp);
1843 } 2065 }
1844 2066
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 2069 if (level_loss < 0)
2070 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 2072
1850 op->stats.exp -= loss; 2073 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 2074 player_lvl_adj (op, NULL);
1852} 2075}
1853 2076
1854/* This function takes an object (monster/player, op), and 2077/* This function takes an object (monster/player, op), and
1855 * 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
1856 * save_throw table. level is the effective level to make 2079 * save_throw table. level is the effective level to make
1857 * 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
1858 * resistance to particular attacktype. 2081 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 2082 * Returns 1 if op makes his save, 0 if he failed
1860 */ 2083 */
2084int
1861int did_make_save(const object *op, int level, int bonus) 2085did_make_save (const object *op, int level, int bonus)
1862{ 2086{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2087 if (level > MAX_SAVE_LEVEL)
2088 level = MAX_SAVE_LEVEL;
1864 2089
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2090 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 2091 return 0;
2092
2093 return 1;
1868} 2094}
1869

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