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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC

1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * 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 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static 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, 34 -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 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static 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, 43 -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 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static 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, 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,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * 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 54 * (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 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const 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 78 -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}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const 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, 83 -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, 84 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 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const 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 92 -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}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const 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 96 -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}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const 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, 101 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 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* 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. 106 * 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 107 * 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 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const 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, 123 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,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 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}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -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}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 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}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32 163#ifndef WIN32
169extern uint64 *levels; 164extern uint64 *levels;
170#else 165#else
171extern sint64 *levels; 166extern sint64 *levels;
172#endif 167#endif
173 168
174#define MAX_SAVE_LEVEL 110 169#define MAX_SAVE_LEVEL 110
170
175/* This no longer needs to be changed anytime the number of 171/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 172 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 173 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 174 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 175 * and instead did_make_save should be used instead.
180 */ 176 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 177static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 178 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 179 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, 180 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, 181 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, 182 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, 183 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, 1 184 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 185};
190 186
191const char *const attacks[NROFATTACKS] = { 187const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 188 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 189 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 190 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 191 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 192 "life stealing"
197}; 193};
198 194
199static const char *const drain_msg[NUM_STATS] = { 195static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 196 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 197 "You're feeling clumsy!",
202 "You feel less healthy", 198 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 199 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 200 "Your face gets distorted!",
205 "Watch out, your mind is going!", 201 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 202 "Your spirit feels drained!"
207}; 203};
208const char *const restore_msg[NUM_STATS] = { 204const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 205 "You feel your strength return.",
210 "You feel your agility return.", 206 "You feel your agility return.",
211 "You feel your health return.", 207 "You feel your health return.",
212 "You feel your wisdom return.", 208 "You feel your wisdom return.",
213 "You feel your charisma return.", 209 "You feel your charisma return.",
214 "You feel your memory return.", 210 "You feel your memory return.",
215 "You feel your spirits return." 211 "You feel your spirits return."
216}; 212};
217const char *const gain_msg[NUM_STATS] = { 213const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 214 "You feel stronger.",
219 "You feel more agile.", 215 "You feel more agile.",
220 "You feel healthy.", 216 "You feel healthy.",
221 "You feel wiser.", 217 "You feel wiser.",
222 "You seem to look better.", 218 "You seem to look better.",
223 "You feel smarter.", 219 "You feel smarter.",
224 "You feel more potent." 220 "You feel more potent."
225}; 221};
226const char *const lose_msg[NUM_STATS] = { 222const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 223 "You feel weaker!",
228 "You feel clumsy!", 224 "You feel clumsy!",
229 "You feel less healthy!", 225 "You feel less healthy!",
230 "You lose some of your memory!", 226 "You lose some of your memory!",
231 "You look ugly!", 227 "You look ugly!",
232 "You feel stupid!", 228 "You feel stupid!",
233 "You feel less potent!" 229 "You feel less potent!"
234}; 230};
235 231
236const char *const statname[NUM_STATS] = { 232const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 234};
239 235
240const char *const short_stat_name[NUM_STATS] = { 236const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 238};
243 239
244/* 240/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 242 * what attr is (STR to POW).
247 */ 243 */
248 244
249void 245void
250set_attr_value(living *stats,int attr,sint8 value) { 246set_attr_value (living * stats, int attr, sint8 value)
247{
251 switch(attr) { 248 switch (attr)
249 {
252 case STR: 250 case STR:
253 stats->Str=value; 251 stats->Str = value;
254 break; 252 break;
255 case DEX: 253 case DEX:
256 stats->Dex=value; 254 stats->Dex = value;
257 break; 255 break;
258 case CON: 256 case CON:
259 stats->Con=value; 257 stats->Con = value;
260 break; 258 break;
261 case WIS: 259 case WIS:
262 stats->Wis=value; 260 stats->Wis = value;
263 break; 261 break;
264 case POW: 262 case POW:
265 stats->Pow=value; 263 stats->Pow = value;
266 break; 264 break;
267 case CHA: 265 case CHA:
268 stats->Cha=value; 266 stats->Cha = value;
269 break; 267 break;
270 case INT: 268 case INT:
271 stats->Int=value; 269 stats->Int = value;
272 break; 270 break;
273 } 271 }
274} 272}
275 273
276/* 274/*
277 * Like set_attr_value(), but instead the value (which can be negative) 275 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 276 * is added to the specified stat.
279 */ 277 */
280 278
281void 279void
282change_attr_value(living *stats,int attr,sint8 value) { 280change_attr_value (living * stats, int attr, sint8 value)
281{
283 if (value==0) return; 282 if (value == 0)
283 return;
284 switch(attr) { 284 switch (attr)
285 {
285 case STR: 286 case STR:
286 stats->Str+=value; 287 stats->Str += value;
287 break; 288 break;
288 case DEX: 289 case DEX:
289 stats->Dex+=value; 290 stats->Dex += value;
290 break; 291 break;
291 case CON: 292 case CON:
292 stats->Con+=value; 293 stats->Con += value;
293 break; 294 break;
294 case WIS: 295 case WIS:
295 stats->Wis+=value; 296 stats->Wis += value;
296 break; 297 break;
297 case POW: 298 case POW:
298 stats->Pow+=value; 299 stats->Pow += value;
299 break; 300 break;
300 case CHA: 301 case CHA:
301 stats->Cha+=value; 302 stats->Cha += value;
302 break; 303 break;
303 case INT: 304 case INT:
304 stats->Int+=value; 305 stats->Int += value;
305 break; 306 break;
306 default: 307 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 309 }
309} 310}
310 311
311/* 312/*
312 * returns the specified stat. See also set_attr_value(). 313 * returns the specified stat. See also set_attr_value().
313 */ 314 */
314 315
315sint8 316sint8
316get_attr_value(const living *stats,int attr) { 317get_attr_value (const living * stats, int attr)
318{
317 switch(attr) { 319 switch (attr)
320 {
318 case STR: 321 case STR:
319 return(stats->Str); 322 return (stats->Str);
320 case DEX: 323 case DEX:
321 return(stats->Dex); 324 return (stats->Dex);
322 case CON: 325 case CON:
323 return(stats->Con); 326 return (stats->Con);
324 case WIS: 327 case WIS:
325 return(stats->Wis); 328 return (stats->Wis);
326 case CHA: 329 case CHA:
327 return(stats->Cha); 330 return (stats->Cha);
328 case INT: 331 case INT:
329 return(stats->Int); 332 return (stats->Int);
330 case POW: 333 case POW:
331 return(stats->Pow); 334 return (stats->Pow);
332 } 335 }
333 return 0; 336 return 0;
334} 337}
335 338
336/* 339/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 341 * 1-30 stat limit.
339 */ 342 */
340 343
344void
341void check_stat_bounds(living *stats) { 345check_stat_bounds (living * stats)
346{
342 int i,v; 347 int i, v;
348
343 for(i=0;i<NUM_STATS;i++) 349 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 350 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 351 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 352 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 353 set_attr_value (stats, i, MIN_STAT);
348} 354}
349 355
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 357
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 361 */
356#define DIFF_MSG(flag, msg1, msg2) \ 362#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 364
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366
360/* flag is set to 1 if we are applying the object, -1 if we are removing 367/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 368 * the object.
362 * It is the calling functions responsibilty to check to see if the object 369 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 370 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 371 * 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 373 * 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 374 * 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 375 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 376 * that gives them that ability.
370 */ 377 */
378int
371int change_abil(object *op, object *tmp) { 379change_abil (object *op, object *tmp)
380{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 382 char message[MAX_BUF];
374 int potion_max=0; 383 int potion_max = 0;
375 384
376 /* remember what object was like before it was changed. note that 385 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 386 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 387 * found by fix_player. refop is not a real object
379 */ 388 */
380 object_pod refop = *op; 389 object_pod refop = *op;
381 390
382 if(op->type==PLAYER) { 391 if (op->type == PLAYER)
392 {
383 if (tmp->type==POTION) { 393 if (tmp->type == POTION)
394 {
384 potion_max=1; 395 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 396 for (j = 0; j < NUM_STATS; j++)
397 {
386 int nstat, ostat; 398 int nstat, ostat;
387 399
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 400 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 401 i = get_attr_value (&(tmp->stats), j);
390 402
391 /* nstat is what the stat will be after use of the potion */ 403 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 404 nstat = flag * i + ostat;
393 405
394 /* Do some bounds checking. While I don't think any 406 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 407 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 408 * that adjust that stat by more than one point, so we need
397 * to allow for that. 409 * to allow for that.
398 */ 410 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 411 if (nstat < 1 && i * flag < 0)
412 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
414 {
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
402 } 416 }
403 if (nstat != ostat) { 417 if (nstat != ostat)
418 {
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 419 set_attr_value (&(op->contr->orig_stats), j, nstat);
405 potion_max=0; 420 potion_max = 0;
406 } 421 }
407 else if (i) { 422 else if (i)
423 {
408 /* potion is useless - player has already hit the natural maximum */ 424 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 425 potion_max = 1;
410 } 426 }
411 } 427 }
412 /* This section of code ups the characters normal stats also. I am not 428 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 429 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 430 * recalculates this anyway.
415 */ 431 */
416 for(j=0;j<NUM_STATS;j++) 432 for (j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
418 check_stat_bounds(&(op->stats)); 434 check_stat_bounds (&(op->stats));
419 } /* end of potion handling code */ 435 } /* end of potion handling code */
420 } 436 }
421 437
422 /* reset attributes that fix_player doesn't reset since it doesn't search 438 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set 439 * everything to set
424 */ 440 */
425 if(flag == -1) { 441 if (flag == -1)
442 {
426 op->attacktype&=~tmp->attacktype; 443 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 444 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 445 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 446 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 447 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 448 * and not the other move_ fields.
432 */ 449 */
433 op->move_type &= ~tmp->move_type; 450 op->move_type &= ~tmp->move_type;
434 } 451 }
435 452
436 /* call fix_player since op object could have whatever attribute due 453 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 454 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here 455 * change_ability then might as well call it from here
439 */ 456 */
440 fix_player(op); 457 fix_player (op);
441 458
442 /* Fix player won't add the bows ability to the player, so don't 459 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 460 * print out message if this is a bow.
444 */ 461 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 {
446 success=1; 464 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 466 }
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 {
451 success=1; 469 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 471 }
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 {
456 success=1; 474 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 476 }
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 {
461 success=1; 479 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 481 }
465 /* movement type has changed. We don't care about cases where 482 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 483 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 484 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 485 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 486 * from fly high)
470 */ 487 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 488 if (tmp->move_type && op->move_type != refop.move_type)
489 {
472 success=1; 490 success = 1;
473 491
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 493 * status doesn't make a difference if you are flying high
476 */ 494 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 498 }
480 499
481 if (tmp->move_type & MOVE_FLY_HIGH) { 500 if (tmp->move_type & MOVE_FLY_HIGH)
501 {
482 /* double conditional - second case covers if you have move_fly_low - 502 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 503 * in that case, you don't actually land
484 */ 504 */
485 DIFF_MSG(flag, "You soar into the air air!.", 505 DIFF_MSG (flag, "You soar into the air air!.",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 507 }
489 if (tmp->move_type & MOVE_SWIM) 508 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 510
492 /* Changing move status may mean you are affected by things you weren't before */ 511 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 512 check_move_on (op, op);
494 } 513 }
495 514
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 515 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 516 * originally undead may change their status
498 */ 517 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
520 {
501 success=1; 521 success = 1;
502 if(flag>0) { 522 if (flag > 0)
523 {
503 op->race = "undead"; 524 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 }
505 } else { 527 else
528 {
506 op->race = op->arch->clone.race; 529 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 }
532 }
533
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 {
536 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 {
541 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 }
544 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision
546 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 {
549 success = 1;
550 if (flag > 0)
551 {
552 if (QUERY_FLAG (op, FLAG_WIZ))
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else
555 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND);
558 if (op->type == PLAYER)
559 op->contr->do_los = 1;
508 } 560 }
509 } 561 }
510 562 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 563 {
512 success=1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 564 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 566 else
567 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 569 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 570 if (op->type == PLAYER)
531 op->contr->do_los=1; 571 op->contr->do_los = 1;
532 } 572 }
533 } else { 573 }
574 }
575
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
577 {
578 success = 1;
579 if (op->type == PLAYER)
580 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 }
583
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
585 {
586 success = 1;
587 if (flag > 0)
588 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 589 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 591 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 592 {
538 CLEAR_FLAG(op,FLAG_BLIND); 593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 594 if (op->type == PLAYER)
540 op->contr->do_los=1; 595 op->contr->do_los = 1;
541 } 596 }
542 } 597 }
543 } 598 else
544 599 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 600 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 602 else
603 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 605 if (op->type == PLAYER)
560 op->contr->do_los=1; 606 op->contr->do_los = 1;
561 } 607 }
562 } else { 608 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 609 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 610
611 if (tmp->stats.luck)
612 {
613 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 }
616
617 if (tmp->stats.hp && op->type == PLAYER)
618 {
619 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 }
622
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 }
628
629 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER)
631 {
632 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 }
635
636 if (tmp->stats.food && op->type == PLAYER)
637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 }
641
642 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++)
644 {
645 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */
647
648 if (op->resist[i] != refop.resist[i])
649 {
650 success = 1;
651 if (op->resist[i] > refop.resist[i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 653 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 655
568 op->contr->do_los=1; 656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 }
658 }
659
660 if (tmp->type != EXPERIENCE && !potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++)
663 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 {
666 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 668 }
570 } 669 }
571 } 670 }
572
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success; 671 return success;
629} 672}
630 673
631/* 674/*
632 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 677 */
635 678
679void
636void drain_stat(object *op) { 680drain_stat (object *op)
681{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (op, RANDOM () % NUM_STATS);
638} 683}
639 684
685void
640void drain_specific_stat(object *op, int deplete_stats) { 686drain_specific_stat (object *op, int deplete_stats)
687{
641 object *tmp; 688 object *tmp;
642 archetype *at; 689 archetype *at;
643 690
644 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 692 if (!at)
693 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 695 return;
696 }
648 } else { 697 else
698 {
649 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, op);
650 if (!tmp) { 700 if (!tmp)
701 {
651 tmp = arch_to_object(at); 702 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 703 tmp = insert_ob_in_ob (tmp, op);
653 SET_FLAG(tmp,FLAG_APPLIED); 704 SET_FLAG (tmp, FLAG_APPLIED);
654 } 705 }
655 } 706 }
656 707
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 709 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 710 fix_player (op);
660} 711}
661 712
662/* 713/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 714 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 715 * via an applied bad_luck object.
665 */ 716 */
666 717
718void
667void change_luck(object *op, int value) { 719change_luck (object *op, int value)
720{
668 object *tmp; 721 object *tmp;
669 archetype *at; 722 archetype *at;
670 int new_luck; 723 int new_luck;
671 724
672 at = find_archetype("luck"); 725 at = archetype::find ("luck");
673 if (!at) 726 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 727 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 728 else
729 {
676 tmp = present_arch_in_ob(at, op); 730 tmp = present_arch_in_ob (at, op);
677 if (!tmp) { 731 if (!tmp)
732 {
733 if (!value)
734 return;
735 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op);
737 SET_FLAG (tmp, FLAG_APPLIED);
738 }
678 if (!value) 739 if (value)
679 return; 740 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 741 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 742 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 743 * in op itself).
688 */ 744 */
689 new_luck = tmp->stats.luck+value; 745 new_luck = tmp->stats.luck + value;
690 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
691 op->stats.luck+=value; 748 op->stats.luck += value;
692 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
693 } 751 }
694 } else { 752 else
753 {
695 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
755 {
696 return; 756 return;
697 } 757 }
698 /* Randomly change the players luck. Basically, we move it 758 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 759 * back neutral (if greater>0, subtract, otherwise add)
700 */ 760 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
762 {
702 int diff = tmp->stats.luck>0?-1:1; 763 int diff = tmp->stats.luck > 0 ? -1 : 1;
764
703 op->stats.luck += diff; 765 op->stats.luck += diff;
704 tmp->stats.luck += diff; 766 tmp->stats.luck += diff;
767 }
705 } 768 }
706 }
707 } 769 }
708} 770}
709 771
710/* 772/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 773 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 774 */
713 775
776void
714void remove_statbonus(object *op) { 777remove_statbonus (object *op)
778{
715 op->stats.Str -= op->arch->clone.stats.Str; 779 op->stats.Str -= op->arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 780 op->stats.Dex -= op->arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 781 op->stats.Con -= op->arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 782 op->stats.Wis -= op->arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 783 op->stats.Pow -= op->arch->clone.stats.Pow;
730 794
731/* 795/*
732 * Adds stat-bonuses given by the class which the player has chosen. 796 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 797 */
734 798
799void
735void add_statbonus(object *op) { 800add_statbonus (object *op)
801{
736 op->stats.Str += op->arch->clone.stats.Str; 802 op->stats.Str += op->arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 803 op->stats.Dex += op->arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 804 op->stats.Con += op->arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 805 op->stats.Wis += op->arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 806 op->stats.Pow += op->arch->clone.stats.Pow;
754 * of the given object. Note: This function works for both monsters 820 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 821 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 822 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 823 * and then adjusts them according to what the player has equipped.
758 */ 824 */
825
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 826/* July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 827 spell system split, grace points now added to system --peterm
761 */ 828 */
762 829
830void
763void fix_player(object *op) { 831fix_player (object *op)
832{
764 int i,j; 833 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 835 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
770 839
771 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 841 if (op->type == PLAYER)
842 {
773 for(i=0;i<NUM_STATS;i++) { 843 for (i = 0; i < NUM_STATS; i++)
844 {
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
775 } 846 }
776 if (settings.spell_encumbrance == TRUE) 847 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 848 op->contr->encumbrance = 0;
778 849
779 op->attacktype=0; 850 op->attacktype = 0;
780 op->contr->digestion = 0; 851 op->contr->digestion = 0;
781 op->contr->gen_hp = 0; 852 op->contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 853 op->contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 854 op->contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 855 op->contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 856 op->contr->item_power = 0;
786 857
787 /* Don't clobber all the range_ values. range_golem otherwise 858 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset 859 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below 860 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped. 861 * well get filled in based on what the player has equipped.
791 */ 862 */
792 op->contr->ranges[range_bow] = NULL; 863 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL; 864 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL; 865 op->contr->ranges[range_skill] = NULL;
795 } 866 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
797 868
798 op->slaying = 0; 869 op->slaying = 0;
799 870
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 871 if (!QUERY_FLAG (op, FLAG_WIZ))
872 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 873 CLEAR_FLAG (op, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
803 } 875 }
804 876
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 877 CLEAR_FLAG (op, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 878 CLEAR_FLAG (op, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 879 CLEAR_FLAG (op, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL); 881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD); 885 CLEAR_FLAG (op, FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
816 888
817 op->path_attuned=op->arch->clone.path_attuned; 889 op->path_attuned = op->arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 890 op->path_repelled = op->arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 891 op->path_denied = op->arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 892 op->glow_radius = op->arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 893 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL; 894 op->chosen_skill = NULL;
823 895
824 /* initializing resistances from the values in player/monster's 896 /* initializing resistances from the values in player/monster's
825 * archetype clone 897 * archetype clone
826 */ 898 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
828 900
829 for (i=0;i<NROFATTACKS;i++) { 901 for (i = 0; i < NROFATTACKS; i++)
902 {
830 if (op->resist[i] > 0) 903 if (op->resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 904 prot[i] = op->resist[i], vuln[i] = 0;
832 else 905 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 906 vuln[i] = -(op->resist[i]), prot[i] = 0;
834 potion_resist[i]=0; 907 potion_resist[i] = 0;
835 } 908 }
836 909
837 wc=op->arch->clone.stats.wc; 910 wc = op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 911 op->stats.dam = op->arch->clone.stats.dam;
839 912
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 913 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 914 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 915 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise, 916 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find 917 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 918 * that their protection from physical goes down
846 */ 919 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
921 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
850 } 924 }
851 else 925 else
852 ac=op->arch->clone.stats.ac; 926 ac = op->arch->clone.stats.ac;
853 927
854 op->stats.luck=op->arch->clone.stats.luck; 928 op->stats.luck = op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 929 op->speed = op->arch->clone.speed;
856 930
857 /* OK - we've reset most all the objects attributes to sane values. 931 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped. 932 * now go through and make adjustments for what the player has equipped.
859 */ 933 */
860 934
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
936 {
862 /* See note in map.c:update_position about making this additive 937 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 938 * since light sources are never applied, need to put check here.
864 */ 939 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
866 942
867 /* This happens because apply_potion calls change_abil with the potion 943 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 944 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function. 945 * then calls this function.
870 */ 946 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
872 continue; 949 continue;
873 } 950 }
874 951
875 /* For some things, we don't care what is equipped */ 952 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 953 if (tmp->type == SKILL)
954 {
877 /* Want to take the highest skill here. */ 955 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 956 if (IS_MANA_SKILL (tmp->subtype))
957 {
879 if (!mana_obj) mana_obj=tmp; 958 if (!mana_obj)
959 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 960 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp;
881 } 962 }
882 if (IS_GRACE_SKILL(tmp->subtype)) { 963 if (IS_GRACE_SKILL (tmp->subtype))
964 {
883 if (!grace_obj) grace_obj=tmp; 965 if (!grace_obj)
966 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 967 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp;
885 } 969 }
886 } 970 }
887 971
888 /* Container objects are not meant to adjust a players, but other applied 972 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 973 * objects need to make adjustments.
890 * This block should handle all player specific changes 974 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 975 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 976 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 977 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 978 * because the skill shouldn't count against body positions being used
895 * up, etc. 979 * up, etc.
896 */ 980 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 {
899 if(op->type==PLAYER) { 984 if (op->type == PLAYER)
985 {
900 if (tmp->type == BOW) 986 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp; 987 op->contr->ranges[range_bow] = tmp;
902 988
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
904 op->contr->ranges[range_misc] = tmp; 990 op->contr->ranges[range_misc] = tmp;
905 991
906 for(i=0;i<NUM_STATS;i++) 992 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
908 994
909 /* these are the items that currently can change digestion, regeneration, 995 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 996 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 997 * list, but other items store other info into stats array.
912 */ 998 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1005 {
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food; 1006 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 1007 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 1008 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 1009 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1010 op->contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 1011 op->contr->item_power += tmp->item_power;
927 } 1012 }
928 } /* if this is a player */ 1013 } /* if this is a player */
929 1014
930 /* Update slots used for items */ 1015 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1016 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 1019 op->body_used[i] += tmp->body_info[i];
934 } 1020 }
935 1021
936 if(tmp->type==SYMPTOM) { 1022 if (tmp->type == SYMPTOM)
1023 {
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 1024 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
939 } 1027 }
940 1028
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1030 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1031 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1032 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1033 */
946 if (tmp->type != POTION) { 1034 if (tmp->type != POTION)
1035 {
947 for (i=0; i<NROFATTACKS; i++) { 1036 for (i = 0; i < NROFATTACKS; i++)
1037 {
948 /* Potential for cursed potions, in which case we just can use 1038 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1039 * a straight MAX, as potion_resist is initialized to zero.
950 */ 1040 */
951 if (tmp->type==POTION_EFFECT) { 1041 if (tmp->type == POTION_EFFECT)
1042 {
952 if (potion_resist[i]) 1043 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1045 else
955 potion_resist[i] = tmp->resist[i]; 1046 potion_resist[i] = tmp->resist[i];
956 } 1047 }
957 else if (tmp->resist[i] > 0) 1048 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1050 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
961 } 1052 }
962 } 1053 }
963 1054
964 /* There may be other things that should not adjust the attacktype */ 1055 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype; 1057 op->attacktype |= tmp->attacktype;
967 1058
968 op->path_attuned|=tmp->path_attuned; 1059 op->path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1060 op->path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1061 op->path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck; 1062 op->stats.luck += tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1063 op->move_type |= tmp->move_type;
973 1064
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1066 SET_FLAG (op, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1068 SET_FLAG (op, FLAG_REFL_SPELL);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1070 SET_FLAG (op, FLAG_REFL_MISSILE);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
981 1079
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 1081 SET_FLAG (op, FLAG_UNDEAD);
984 1082
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 {
986 SET_FLAG(op,FLAG_MAKE_INVIS); 1085 SET_FLAG (op, FLAG_MAKE_INVIS);
987 op->invisible=1; 1086 op->invisible = 1;
988 } 1087 }
989 1088
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1089 if (tmp->stats.exp && tmp->type != SKILL)
1090 {
991 if(tmp->stats.exp > 0) { 1091 if (tmp->stats.exp > 0)
1092 {
992 added_speed+=(float)tmp->stats.exp/3.0; 1093 added_speed += (float) tmp->stats.exp / 3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1095 }
994 } else 1096 else
995 added_speed+=(float)tmp->stats.exp; 1097 added_speed += (float) tmp->stats.exp;
996 } 1098 }
997 1099
998 switch(tmp->type) { 1100 switch (tmp->type)
1101 {
999 /* skills modifying the character -b.t. */ 1102 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1103 /* for all skills and skill granting objects */
1001 case SKILL: 1104 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break;
1003 1107
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1005 1110
1006 if (op->chosen_skill) { 1111 if (op->chosen_skill)
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 } 1113
1009 op->chosen_skill = tmp; 1114 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1115
1116 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1119 weapon_speed = (int) WEAPON_SPEED (tmp);
1120 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1121 weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1122 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1066 if(weapon_speed<0) weapon_speed=0; 1124 if (tmp->magic)
1125 op->stats.dam += tmp->magic;
1126 }
1127
1128 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic);
1130
1131 if (tmp->slaying != NULL)
1067 op->slaying = tmp->slaying; 1132 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do 1133
1069 * extra strength damage, this is where the code should 1134 if (tmp->stats.ac)
1070 * go. 1135 ac -= (tmp->stats.ac + tmp->magic);
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1075 break;
1076 1138
1077 case ARMOUR: /* Only the best of these three are used: */ 1139 if (op->type == PLAYER)
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1140 op->contr->ranges[range_skill] = op;
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break; 1141 break;
1142
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING:
1157 case AMULET:
1158 case GIRDLE:
1159 case HELMET:
1160 case BOOTS:
1161 case GLOVES:
1162 case CLOAK:
1163 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic);
1165 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic);
1167 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic);
1169 break;
1170
1171 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic);
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic;
1175 op->stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1178 if (weapon_speed < 0)
1179 weapon_speed = 0;
1180 op->slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 op->current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207 if (tmp->stats.ac)
1208 {
1209 if (best_ac < tmp->stats.ac + tmp->magic)
1210 {
1211 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic;
1213 }
1214 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic;
1216 }
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic);
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0;
1223 break;
1103 } /* switch tmp->type */ 1224 } /* switch tmp->type */
1104 } /* item is equipped */ 1225 } /* item is equipped */
1105 } /* for loop of items */ 1226 } /* for loop of items */
1106 1227
1107 /* We've gone through all the objects the player has equipped. For many things, we 1228 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign. 1229 * have generated intermediate values which we now need to assign.
1109 */ 1230 */
1110 1231
1111 /* 'total resistance = total protections - total vulnerabilities'. 1232 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1233 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1234 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1235 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1236 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1237 */
1117 for (i=0; i<NROFATTACKS; i++) { 1238 for (i = 0; i < NROFATTACKS; i++)
1239 {
1118 op->resist[i] = prot[i] - vuln[i]; 1240 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1242 op->resist[i] = potion_resist[i];
1122 } 1243 }
1123 1244
1124 /* Figure out the players sp/mana/hp totals. */ 1245 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1246 if (op->type == PLAYER)
1247 {
1126 int pl_level; 1248 int pl_level;
1127 1249
1128 check_stat_bounds(&(op->stats)); 1250 check_stat_bounds (&(op->stats));
1129 pl_level=op->level; 1251 pl_level = op->level;
1130 1252
1253 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1255
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1256 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1258 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1262 if (i % 2 && con_bonus[op->stats.Con] % 2)
1263 {
1139 if (con_bonus[op->stats.Con]>0) 1264 if (con_bonus[op->stats.Con] > 0)
1140 j++; 1265 j++;
1141 else 1266 else
1142 j--; 1267 j--;
1143 } 1268 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1270 }
1146 1271
1147 for(i=11;i<=op->level;i++) 1272 for (i = 11; i <= op->level; i++)
1148 op->stats.maxhp+=2; 1273 op->stats.maxhp += 2;
1149 1274
1150 if(op->stats.hp>op->stats.maxhp) 1275 if (op->stats.hp > op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1276 op->stats.hp = op->stats.maxhp;
1152 1277
1153 /* Sp gain is controlled by the level of the player's 1278 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1279 * relevant experience object (mana_obj, see above)
1155 */ 1280 */
1156 /* following happen when skills system is not used */ 1281 /* following happen when skills system is not used */
1282 if (!mana_obj)
1157 if(!mana_obj) mana_obj = op; 1283 mana_obj = op;
1284 if (!grace_obj)
1158 if(!grace_obj) grace_obj = op; 1285 grace_obj = op;
1159 /* set maxsp */ 1286 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1288 mana_obj = op;
1161 1289
1162 if (mana_obj == op && op->type == PLAYER) { 1290 if (mana_obj == op && op->type == PLAYER)
1291 {
1163 op->stats.maxsp = 1; 1292 op->stats.maxsp = 1;
1293 }
1164 } else { 1294 else
1295 {
1165 sp_tmp=0.0; 1296 sp_tmp = 0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1297 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 {
1167 float stmp; 1299 float stmp;
1168 1300
1169 /* Got some extra bonus at first level */ 1301 /* Got some extra bonus at first level */
1170 if(i<2) { 1302 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1303 {
1174 stmp=(float)op->contr->levsp[i] 1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 } 1305 }
1306 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1309 }
1178 if (stmp<1.0) stmp=1.0; 1310 if (stmp < 1.0)
1311 stmp = 1.0;
1179 sp_tmp+=stmp; 1312 sp_tmp += stmp;
1180 } 1313 }
1181 op->stats.maxsp=(int)sp_tmp; 1314 op->stats.maxsp = (int) sp_tmp;
1182 1315
1183 for(i=11;i<=mana_obj->level;i++) 1316 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1317 op->stats.maxsp += 2;
1185 } 1318 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1319 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1320 if (op->stats.sp > op->stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1321 op->stats.sp = op->stats.maxsp * 2;
1189 1322
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1325 grace_obj = op;
1192 1326
1193 if (grace_obj == op && op->type == PLAYER) { 1327 if (grace_obj == op && op->type == PLAYER)
1328 {
1194 op->stats.maxgrace = 1; 1329 op->stats.maxgrace = 1;
1330 }
1195 } else { 1331 else
1332 {
1196 /* store grace in a float - this way, the divisions below don't create 1333 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then 1334 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next 1335 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1336 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1337 */
1201 sp_tmp=0.0; 1338 sp_tmp = 0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 {
1203 float grace_tmp=0.0; 1341 float grace_tmp = 0.0;
1204 1342
1205 /* Got some extra bonus at first level */ 1343 /* Got some extra bonus at first level */
1206 if(i<2) { 1344 if (i < 2)
1345 {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 } 1348 }
1349 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1215 sp_tmp+=grace_tmp; 1356 sp_tmp += grace_tmp;
1216 } 1357 }
1217 op->stats.maxgrace=(int)sp_tmp; 1358 op->stats.maxgrace = (int) sp_tmp;
1218 1359
1219 /* two grace points per level after 11 */ 1360 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1361 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1362 op->stats.maxgrace += 2;
1222 } 1363 }
1223 /* No limit on grace vs maxgrace */ 1364 /* No limit on grace vs maxgrace */
1224 1365
1225 if(op->contr->braced) { 1366 if (op->contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1367 {
1368 ac += 2;
1369 wc += 4;
1370 }
1229 else 1371 else
1230 ac-=dex_bonus[op->stats.Dex]; 1372 ac -= dex_bonus[op->stats.Dex];
1231 1373
1232 /* In new exp/skills system, wc bonuses are related to 1374 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1375 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1376 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1377 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1378 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1379 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1380 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1381 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1382 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1383 * monster bonus the same as before. -b.t.
1242 */ 1384 */
1243 1385
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1387 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) { 1389 for (i = 1; i < wc_obj->level; i++)
1390 {
1247 /* addtional wc every 6 levels */ 1391 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1392 if (!(i % 6))
1393 wc--;
1249 /* addtional dam every 4 levels. */ 1394 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1252 } 1397 }
1398 }
1253 } else 1399 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1400 wc -= (op->level + thaco_bonus[op->stats.Str]);
1255 1401
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1402 op->stats.dam += dam_bonus[op->stats.Str];
1257 1403
1258 if(op->stats.dam<1) 1404 if (op->stats.dam < 1)
1259 op->stats.dam=1; 1405 op->stats.dam = 1;
1260 1406
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1407 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0]) 1408 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1; 1409 op->speed -= 1;
1264 if (op->attacktype==0) 1410 if (op->attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1411 op->attacktype = op->arch->clone.attacktype;
1266 1412
1267 } /* End if player */ 1413 } /* End if player */
1268 1414
1269 if(added_speed>=0) 1415 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1416 op->speed += added_speed / 10.0;
1271 else /* Something wrong here...: */ 1417 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1418 op->speed /= (float) (1.0 - added_speed);
1273 1419
1274 /* Max is determined by armour */ 1420 /* Max is determined by armour */
1275 if(op->speed>max) 1421 if (op->speed > max)
1276 op->speed=max; 1422 op->speed = max;
1277 1423
1278 if(op->type == PLAYER) { 1424 if (op->type == PLAYER)
1425 {
1279 /* f is a number the represents the number of kg above (positive num) 1426 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above 1427 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1428 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1429 * much above he is, and what is max carry is
1283 */ 1430 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1431 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1432 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1286 } 1434 }
1287 1435
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1289 1437
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1438 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1440 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1441 op->speed = op->speed * speed_reduce_from_disease;
1294 1442
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1443 if (op->speed < 0.01 && op->type == PLAYER)
1444 op->speed = 0.01;
1296 1445
1297 if(op->type == PLAYER) { 1446 if (op->type == PLAYER)
1447 {
1298 float M,W,s,D,K,S,M2; 1448 float M, W, s, D, K, S, M2;
1299 1449
1300 /* (This formula was made by vidarl@ifi.uio.no) 1450 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1451 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1452 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1453 * that would just be a real pain to read.
1304 */ 1454 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1455 M = (max_carry[op->stats.Str] - 121) / 121.0;
1306 M2=max_carry[op->stats.Str]/100.0; 1456 M2 = max_carry[op->stats.Str] / 100.0;
1307 W=weapon_weight/20000.0; 1457 W = weapon_weight / 20000.0;
1308 s=2-weapon_speed/10.0; 1458 s = 2 - weapon_speed / 10.0;
1309 D=(op->stats.Dex-14)/14.0; 1459 D = (op->stats.Dex - 14) / 14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1312 if(K<=0) K=0.01; 1462 if (K <= 0)
1463 K = 0.01;
1313 S=op->speed/(K*s); 1464 S = op->speed / (K * s);
1314 op->contr->weapon_sp=S; 1465 op->contr->weapon_sp = S;
1315 } 1466 }
1316 /* I want to limit the power of small monsters with big weapons: */ 1467 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1469 op->stats.dam = op->arch->clone.stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1470
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1471 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits, 1472 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same. 1473 * so its value is the same.
1324 */ 1474 */
1325 if (wc>120) wc=120; 1475 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1327 op->stats.wc=wc; 1479 op->stats.wc = wc;
1328 1480
1329 if (ac>120) ac=120; 1481 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1331 op->stats.ac=ac; 1485 op->stats.ac = ac;
1332 1486
1333 /* if for some reason the creature doesn't have any move type, 1487 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1488 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1489 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1490 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1491 * one or the other.
1338 */ 1492 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1493 if (op->move_type == 0)
1494 op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK;
1341 1497
1342 update_ob_speed(op); 1498 update_ob_speed (op);
1343 1499
1344 /* It is quite possible that a player's spell costing might have changed, 1500 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1501 * so we will check that now.
1346 */ 1502 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1503 if (op->type == PLAYER)
1504 esrv_update_spells (op->contr);
1348} 1505}
1349 1506
1350/* 1507/*
1351 * Returns true if the given player is a legal class. 1508 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1509 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1510 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1511 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1512 * false otherwise.
1356 */ 1513 */
1357 1514
1515int
1358int allowed_class(const object *op) { 1516allowed_class (const object *op)
1517{
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1361 op->stats.Cha>0;
1362} 1520}
1363 1521
1364/* 1522/*
1365 * set the new dragon name after gaining levels or 1523 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1524 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1527 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1528 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1529 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1530 * Please, anyone, write support for 'ext_title'.
1373 */ 1531 */
1532void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1533set_dragon_name (object *pl, const object *abil, const object *skin)
1534{
1375 int atnr=-1; /* attacknumber of highest level */ 1535 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1536 int level = 0; /* highest level */
1377 int i; 1537 int i;
1378 1538
1379 /* Perhaps do something more clever? */ 1539 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1540 if (!abil || !skin)
1381 1541 return;
1542
1382 /* first, look for the highest level */ 1543 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1544 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1545 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1546 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1547 {
1386 level = abil->resist[i]; 1548 level = abil->resist[i];
1387 atnr = i; 1549 atnr = i;
1388 } 1550 }
1389 } 1551 }
1390 1552
1391 /* now if there are equals at highest level, pick the one with focus, 1553 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1554 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1556 atnr = abil->stats.exp;
1396 1557
1397 level = (int)(level/5.); 1558 level = (int) (level / 5.);
1398 1559
1399 /* now set the new title */ 1560 /* now set the new title */
1400 if (pl->contr != NULL) { 1561 if (pl->contr != NULL)
1562 {
1401 if(level == 0) 1563 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1565 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1567 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1569 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else 1571 else
1572 {
1573 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1578 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1580 }
1418 } 1581 }
1419 1582
1420 strcpy(pl->contr->own_title, ""); 1583 strcpy (pl->contr->own_title, "");
1421} 1584}
1422 1585
1423/* 1586/*
1424 * This function is called when a dragon-player gains 1587 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1588 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1589 * or change the ability-focus.
1427 */ 1590 */
1591void
1428void dragon_level_gain(object *who) { 1592dragon_level_gain (object *who)
1593{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1594 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1595 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1596 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1597 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1598
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1599 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1601 {
1436 if (tmp->type == FORCE) { 1602 if (tmp->type == FORCE)
1603 {
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1438 abil = tmp; 1605 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1440 skin = tmp; 1607 skin = tmp;
1441 } 1608 }
1442 } 1609 }
1443 /* if the force is missing -> bail out */ 1610 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1611 if (abil == NULL)
1445 1612 return;
1613
1446 /* The ability_force keeps track of maximum level ever achieved. 1614 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1615 * New abilties can only be gained by surpassing this max level
1448 */ 1616 */
1449 if (who->level > abil->level) { 1617 if (who->level > abil->level)
1618 {
1450 /* increase our focused ability */ 1619 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1620 abil->resist[abil->stats.exp]++;
1452
1453 1621
1622
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1623 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1624 {
1455 /* time to hand out a new ability-gift */ 1625 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1626 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1627 }
1459 1628
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1629 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1630 {
1461 /* apply new ability focus */ 1631 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1632 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1633 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1634
1466 abil->stats.exp = abil->last_eat; 1635 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1636 abil->last_eat = 0;
1468 } 1637 }
1469 1638
1470 abil->level = who->level; 1639 abil->level = who->level;
1471 } 1640 }
1472 1641
1473 /* last but not least, set the new title for the dragon */ 1642 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1643 set_dragon_name (who, abil, skin);
1475} 1644}
1476 1645
1477/* Handy function - given the skill name skill_name, we find the skill 1646/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1647 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1648 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1649 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1650 * want to do something with it immediately.
1482 */ 1651 */
1652object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1653give_skill_by_name (object *op, const char *skill_name)
1484{ 1654{
1485 object *skill_obj; 1655 object *skill_obj;
1486 1656
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1658 if (!skill_obj)
1659 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1661 return NULL;
1491 } 1662 }
1492 /* clear the flag - exp goes into this bucket, but player 1663 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1664 * still doesn't know it.
1494 */ 1665 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1667 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1668 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1669 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1670 if (op->contr)
1671 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1673 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1502 } 1674 }
1503 return skill_obj; 1675 return skill_obj;
1504} 1676}
1505 1677
1506 1678
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1679/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1680 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1681 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1682 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1683 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1684 * (eg, skill)
1513 */ 1685 */
1686void
1514void player_lvl_adj(object *who, object *op) { 1687player_lvl_adj (object *who, object *op)
1688{
1515 char buf[MAX_BUF]; 1689 char buf[MAX_BUF];
1516 1690
1517 if(!op) /* when rolling stats */ 1691 if (!op) /* when rolling stats */
1518 op = who; 1692 op = who;
1519 1693
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 {
1521 op->level++; 1696 op->level++;
1522 1697
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1699 dragon_level_gain (who);
1525 1700
1526 /* Only roll these if it is the player (who) that gained the level */ 1701 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1702 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1531 } 1707 }
1532 1708
1533 fix_player(who); 1709 fix_player (who);
1534 if(op->level>1) { 1710 if (op->level > 1)
1711 {
1535 if (op->type!=PLAYER) 1712 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else
1715 sprintf (buf, "You are now level %d.", op->level);
1716 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 {
1723 op->level--;
1724 fix_player (who);
1725 if (op->type != PLAYER)
1548 } 1726 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1730 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1731 }
1551 /* check if the spell data has changed */ 1732 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr); 1733 esrv_update_spells (who->contr);
1553} 1734}
1554 1735
1555/* 1736/*
1556 * Returns how much experience is needed for a player to become 1737 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1738 * the given level. level should really never exceed max_level
1558 */ 1739 */
1559 1740
1741sint64
1560sint64 level_exp(int level,double expmul) { 1742level_exp (int level, double expmul)
1743{
1561 if (level > settings.max_level) 1744 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1745 return (sint64) (expmul * levels[settings.max_level]);
1563 return (sint64) (expmul * levels[level]); 1746 return (sint64) (expmul * levels[level]);
1564} 1747}
1565 1748
1566/* 1749/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1750 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1751 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1752 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1753 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1754 * this can now work on a much larger set of objects.
1572 */ 1755 */
1756void
1573void calc_perm_exp(object *op) 1757calc_perm_exp (object *op)
1574{ 1758{
1575 int p_exp_min; 1759 int p_exp_min;
1576 1760
1577 /* Ensure that our permanent experience minimum is met. 1761 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1762 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1763 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1764 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1765
1582 if (op->perm_exp < p_exp_min) 1766 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1767 op->perm_exp = p_exp_min;
1584 1768
1585 /* Cap permanent experience. */ 1769 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1770 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1771 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1773 op->perm_exp = MAX_EXPERIENCE;
1590} 1774}
1591 1775
1592 1776
1593/* Add experience to a player - exp should only be positive. 1777/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1778 * Updates permanent exp for the skill we are adding to.
1596 * NULL, in which case exp increases the players general 1780 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1781 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1782 * flag is what to do if the player doesn't have the skill:
1599 */ 1783 */
1600 1784
1785static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1787{
1603 object *skill_obj = NULL; 1788 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1789 sint64 limit, exp_to_add;
1605 int i; 1790 int i;
1606 1791
1613 * chosen_skill. This means we don't need to search through 1798 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1799 * the players inventory.
1615 */ 1800 */
1616 if (skill_name) 1801 if (skill_name)
1617 { 1802 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1804 skill_obj = op->chosen_skill;
1621 else 1805 else
1622 { 1806 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1807 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1809 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1810 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1811 break;
1629 } 1812 }
1630 1813
1649 exp_to_add = exp; 1832 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1833 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1834 if (exp_to_add > limit)
1652 exp_to_add = limit; 1835 exp_to_add = limit;
1653 1836
1654 ADD_EXP (op->stats.exp, 1837 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1838 if (settings.permanent_exp_ratio)
1658 { 1839 {
1659 ADD_EXP (op->perm_exp, 1840 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1841 calc_perm_exp (op);
1663 } 1842 }
1664 1843
1665 player_lvl_adj (op, NULL); 1844 player_lvl_adj (op, NULL);
1666 } 1845 }
1673 exp_to_add = limit; 1852 exp_to_add = limit;
1674 1853
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1854 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1855 if (settings.permanent_exp_ratio)
1677 { 1856 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1857 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1858 calc_perm_exp (skill_obj);
1681 } 1859 }
1682 1860
1683 player_lvl_adj (op, skill_obj); 1861 player_lvl_adj (op, skill_obj);
1684 } 1862 }
1690 * adjustments based on permanent exp and the like. 1868 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1869 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1870 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1871 * amount that should get subtract from the player.
1694 */ 1872 */
1873sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1874check_exp_loss (const object *op, sint64 exp)
1696{ 1875{
1697 sint64 del_exp; 1876 sint64 del_exp;
1698 1877
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1878 if (exp > op->stats.exp)
1879 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1880 if (settings.permanent_exp_ratio)
1881 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1883 if (del_exp < 0)
1884 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1885 if (exp > del_exp)
1886 exp = del_exp;
1704 } 1887 }
1705 return exp; 1888 return exp;
1706} 1889}
1707 1890
1891sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1892check_exp_adjust (const object *op, sint64 exp)
1709{ 1893{
1894 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1895 return check_exp_loss (op, exp);
1896 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1898}
1713 1899
1714 1900
1715/* Subtracts experience from player. 1901/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1908 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1909 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1910 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1911 * a postive number.
1726 */ 1912 */
1913static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1914subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1915{
1729 float fraction = (float) exp/(float) op->stats.exp; 1916 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1917 object *tmp;
1731 sint64 del_exp; 1918 sint64 del_exp;
1732 1919
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1920 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1921 if (tmp->type == SKILL && tmp->stats.exp)
1922 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1924 {
1736 del_exp = check_exp_loss(tmp, exp); 1925 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1926 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1927 player_lvl_adj (op, tmp);
1928 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1929 else if (flag != SK_SUBTRACT_SKILL_EXP)
1930 {
1740 /* only want to process other skills if we are not trying 1931 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1932 * to match a specific skill.
1742 */ 1933 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1935 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1936 player_lvl_adj (op, tmp);
1746 } 1937 }
1747 } 1938 }
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1939 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 {
1749 del_exp = check_exp_loss(op, exp); 1941 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1942 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1943 player_lvl_adj (op, NULL);
1752 } 1944 }
1753} 1945}
1754 1946
1755 1947
1756 1948
1761 * it is assumed the caller has modified the exp as needed. 1953 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1954 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1955 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1956 * these last two values are only used for players.
1765 */ 1957 */
1766 1958
1959void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1960change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{
1768 1962
1769#ifdef EXP_DEBUG 1963#ifdef EXP_DEBUG
1770#ifndef WIN32 1964# ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); 1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1772#else 1966# else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1968# endif
1774#endif 1969#endif
1775#endif
1776 1970
1777 /* safety */ 1971 /* safety */
1778 if(!op) { 1972 if (!op)
1973 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1974 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1975 return;
1781 } 1976 }
1782 1977
1783 /* if no change in exp, just return - most of the below code 1978 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1979 * won't do anything if the value is 0 anyways.
1785 */ 1980 */
1786 if (exp == 0) return; 1981 if (exp == 0)
1982 return;
1787 1983
1788 /* Monsters are easy - we just adjust their exp - we 1984 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1985 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1986 * the exp they have - the monsters exp represents what its
1791 * worth. 1987 * worth.
1792 */ 1988 */
1793 if(op->type != PLAYER) { 1989 if (op->type != PLAYER)
1990 {
1794 /* Sanity check */ 1991 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1992 if (!QUERY_FLAG (op, FLAG_ALIVE))
1993 return;
1796 1994
1797 /* reset exp to max allowed value. We subtract from 1995 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1997 * more than max exp, just return.
1998 */
1999 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2000 {
2001 exp = MAX_EXPERIENCE - op->stats.exp;
2002 if (exp < 0)
2003 return;
2004 }
2005
2006 op->stats.exp += exp;
2007 }
2008 else
2009 { /* Players only */
2010 if (exp > 0)
2011 add_player_exp (op, exp, skill_name, flag);
2012 else
2013 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that
2015 * along.
1800 */ 2016 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2017 subtract_player_exp (op, FABS (exp), skill_name, flag);
1817 2018
1818 } 2019 }
1819} 2020}
1820 2021
1821/* Applies a death penalty experience, the size of this is defined by the 2022/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2023 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2024 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2025 */
1825 2026
2027void
1826void apply_death_exp_penalty(object *op) { 2028apply_death_exp_penalty (object *op)
2029{
1827 object *tmp; 2030 object *tmp;
1828 sint64 loss; 2031 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2034
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2035 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2036 if (tmp->type == SKILL && tmp->stats.exp)
2037 {
1834 2038
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2041
1838 /* With the revised exp system, you can get cases where 2042 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2043 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2044 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2045 * tables is a lot harder.
1842 */ 2046 */
1843 if (level_loss < 0) level_loss = 0; 2047 if (level_loss < 0)
2048 level_loss = 0;
1844 2049
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2051
1847 tmp->stats.exp -= loss; 2052 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2053 player_lvl_adj (op, tmp);
1849 } 2054 }
1850 2055
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2061
1856 op->stats.exp -= loss; 2062 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2063 player_lvl_adj (op, NULL);
1858} 2064}
1859 2065
1860/* This function takes an object (monster/player, op), and 2066/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2067 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2068 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2069 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2070 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2071 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2072 */
2073int
1867int did_make_save(const object *op, int level, int bonus) 2074did_make_save (const object *op, int level, int bonus)
1868{ 2075{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2076 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL;
1870 2078
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2080 return 0;
2081 return 1;
1874} 2082}
1875

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