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Comparing deliantra/server/common/living.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:28 2006 UTC vs.
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.2 2006/08/26 23:36:28 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 372 char message[MAX_BUF];
375 int potion_max=0; 373 int potion_max = 0;
376 374
377 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
380 */ 378 */
381 memcpy(&refop, op, sizeof(object)); 379 object_copy refop = *op;
382 380
383 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
384 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
385 potion_max=1; 385 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 387 {
388 int nstat, ostat;
388 389
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
391 392
392 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
394 395
395 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
398 * to allow for that. 399 * to allow for that.
399 */ 400 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
403 } 405
404 if (nstat != ostat) { 406 if (nstat != ostat)
407 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&op->contr->orig_stats, j, nstat);
406 potion_max=0; 409 potion_max = 0;
407 } 410 }
408 else if (i) { 411 else if (i)
412 {
409 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 414 potion_max = 1;
411 } 415 }
412 } 416 }
417
413 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 420 * recalculates this anyway.
416 */ 421 */
417 for(j=0;j<NUM_STATS;j++) 422 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
419 check_stat_bounds(&(op->stats)); 425 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 426 } /* end of potion handling code */
421 } 427 }
422 428
423 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 430 * everything to set
425 */ 431 */
426 if(flag == -1) { 432 if (flag == -1)
433 {
427 op->attacktype&=~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 439 * and not the other move_ fields.
433 */ 440 */
434 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
435 } 442 }
436 443
437 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
440 */ 447 */
441 fix_player(op); 448 op->update_stats ();
442 449
443 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 451 * print out message if this is a bow.
445 */ 452 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 454 {
455 success = 1;
456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
457 }
458
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 460 {
461 success = 1;
462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
463 }
464
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 466 {
467 success = 1;
468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
469 }
470
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 472 {
473 success = 1;
474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
475 }
476
466 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 481 * from fly high)
471 */ 482 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 483 if (tmp->move_type && op->move_type != refop.move_type)
473 success=1; 484 {
485 success = 1;
474 486
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 488 * status doesn't make a difference if you are flying high
477 */ 489 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 493 }
481 494
482 if (tmp->move_type & MOVE_FLY_HIGH) { 495 if (tmp->move_type & MOVE_FLY_HIGH)
496 {
483 /* double conditional - second case covers if you have move_fly_low - 497 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 498 * in that case, you don't actually land
485 */ 499 */
486 DIFF_MSG(flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 502 }
489 } 503
490 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 506
493 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 508 check_move_on (op, op);
495 } 509 }
496 510
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 511 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 512 * originally undead may change their status
499 */ 513 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
502 success=1; 517 success = 1;
503 if(flag>0) { 518 if (flag > 0)
504 if(op->race) free_string(op->race); 519 {
505 op->race=add_string("undead"); 520 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 522 }
508 if(op->race) free_string(op->race); 523 else
509 if(op->arch->clone.race) 524 {
510 op->race=add_string(op->arch->clone.race); 525 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
514 } 528 }
515 }
516 529
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 531 {
532 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 534 }
535
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 537 {
538 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 540 }
541
525 /* blinded you can tell if more blinded since blinded player has minimal 542 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 543 * vision
527 */ 544 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 545 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 546 {
530 if(flag>0) { 547 success = 1;
548 if (flag > 0)
549 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 550 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 552 else
553 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 555 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 556 if (op->type == PLAYER)
537 op->contr->do_los=1; 557 op->contr->do_los = 1;
558 }
559 }
560 else
561 {
562 if (QUERY_FLAG (op, FLAG_WIZ))
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else
565 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND);
568 if (op->type == PLAYER)
569 op->contr->do_los = 1;
570 }
571 }
538 } 572 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 573
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 575 {
576 success = 1;
553 if(op->type==PLAYER) 577 if (op->type == PLAYER)
554 op->contr->do_los=1; 578 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 580 }
557 581
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 583 {
560 if(flag>0) { 584 success = 1;
585 if (flag > 0)
586 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 587 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 589 else
590 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 592 if (op->type == PLAYER)
566 op->contr->do_los=1; 593 op->contr->do_los = 1;
594 }
595 }
596 else
597 {
598 if (QUERY_FLAG (op, FLAG_WIZ))
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else
601 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER)
604 op->contr->do_los = 1;
605 }
606 }
567 } 607 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 608
579 if(tmp->stats.luck) { 609 if (tmp->stats.luck)
580 success=1; 610 {
611 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 613 }
583 614
584 if(tmp->stats.hp && op->type==PLAYER) { 615 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
589 620
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
595 626
596 /* for the future when artifacts set this -b.t. */ 627 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 628 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
602 633
603 if(tmp->stats.food && op->type==PLAYER) { 634 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
608 639
609 /* Messages for changed resistance */ 640 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 641 for (i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 642 {
613 if (op->resist[i] != refop.resist[i]) { 643 if (i == ATNR_PHYSICAL)
614 success=1; 644 continue; /* Don't display about armour */
645
615 if (op->resist[i] > refop.resist[i]) 646 if (op->resist[i] != refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621 647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
651 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
653
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 655 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 656 }
632 } 657
658 if (!potion_max)
633 } 659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 }
667 }
668 }
669
634 return success; 670 return success;
635} 671}
636 672
637/* 673/*
638 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 676 */
641 677void
642void drain_stat(object *op) { 678object::drain_stat ()
679{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
644} 681}
645 682
683void
646void drain_specific_stat(object *op, int deplete_stats) { 684object::drain_specific_stat (int deplete_stats)
685{
647 object *tmp; 686 object *tmp;
648 archetype *at; 687 archetype *at;
649 688
650 at = find_archetype(ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 690 if (!at)
691 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 693 return;
694 }
654 } else { 695 else
696 {
655 tmp = present_arch_in_ob(at, op); 697 tmp = present_arch_in_ob (at, this);
698
656 if (!tmp) { 699 if (!tmp)
700 {
657 tmp = arch_to_object(at); 701 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
660 } 704 }
661 } 705 }
662 706
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 709 update_stats ();
666} 710}
667 711
668/* 712/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 713 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 714 * via an applied bad_luck object.
671 */ 715 */
672 716void
673void change_luck(object *op, int value) { 717object::change_luck (int value)
674 object *tmp; 718{
675 archetype *at; 719 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 720 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 722 else
723 {
682 tmp = present_arch_in_ob(at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
683 if (!tmp) { 726 if (!tmp)
727 {
728 if (!value)
729 return;
730
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
735
684 if (!value) 736 if (value)
685 return; 737 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 738 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 740 * in op itself).
694 */ 741 */
695 new_luck = tmp->stats.luck+value; 742 int new_luck = tmp->stats.luck + value;
743
696 if (new_luck >= -100 && new_luck <= 100) { 744 if (new_luck >= -100 && new_luck <= 100)
745 {
697 op->stats.luck+=value; 746 stats.luck += value;
698 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
748 }
699 } 749 }
700 } else { 750 else
751 {
701 if (!tmp->stats.luck) { 752 if (!tmp->stats.luck)
702 return; 753 return;
703 } 754
704 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
706 */ 757 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
759 {
708 int diff = tmp->stats.luck>0?-1:1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
761
709 op->stats.luck += diff; 762 stats.luck += diff;
710 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
764 }
711 } 765 }
712 }
713 } 766 }
714} 767}
715 768
716/* 769/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 770 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 771 */
719 772void
720void remove_statbonus(object *op) { 773object::remove_statbonus ()
774{
721 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
735} 790}
736 791
737/* 792/*
738 * Adds stat-bonuses given by the class which the player has chosen. 793 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 794 */
740 795void
741void add_statbonus(object *op) { 796object::add_statbonus ()
797{
742 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
756} 813}
757 814
758/* 815/*
759 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
764 */ 821 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
767 */ 824 */
768 825void
769void fix_player(object *op) { 826object::update_stats ()
827{
770 int i,j; 828 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 830 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
777 835
778 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 837 if (type == PLAYER)
838 {
780 for(i=0;i<NUM_STATS;i++) { 839 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
782 } 841
783 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 843 contr->encumbrance = 0;
785 844
786 op->attacktype=0; 845 attacktype = 0;
787 op->contr->digestion = 0; 846
788 op->contr->gen_hp = 0; 847 contr->digestion = 0;
789 op->contr->gen_sp = 0; 848 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 849 contr->gen_sp = 0;
850 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 852 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 853 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 854
805 if(op->slaying!=NULL) { 855 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 856 slot[i].used = slot[i].info;
807 op->slaying=NULL; 857
808 } 858 slaying = 0;
859
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 860 if (!QUERY_FLAG (this, FLAG_WIZ))
861 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 864 }
813 865
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 868 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
826 op->path_attuned=op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
831 op->chosen_skill = NULL; 881 chosen_skill = 0;
832 882
833 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
834 * archetype clone 884 * archetype clone
835 */ 885 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 887
838 for (i=0;i<NROFATTACKS;i++) { 888 for (i = 0; i < NROFATTACKS; i++)
889 {
839 if (op->resist[i] > 0) 890 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 891 prot[i] = resist[i], vuln[i] = 0;
841 else 892 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
843 potion_resist[i]=0; 895 potion_resist[i] = 0;
844 } 896 }
845 897
846 wc=op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
848 900
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 904 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 905 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 906 * that their protection from physical goes down
855 */ 907 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 912 }
860 else 913 else
861 ac=op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
862 915
863 op->stats.luck=op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
865 918
866 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
868 */ 921 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
871 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
873 */ 926 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
875 929
876 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 932 * then calls this function.
879 */ 933 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 935 continue;
882 }
883 936
884 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 938 if (tmp->type == SKILL)
939 {
886 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 941 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 942 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 943 if (!mana_obj)
890 } 944 mana_obj = tmp;
945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
947 }
948
891 if (IS_GRACE_SKILL(tmp->subtype)) { 949 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 950 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 951 if (!grace_obj)
894 } 952 grace_obj = tmp;
895 } 953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
955 }
956 }
896 957
897 /* Container objects are not meant to adjust a players, but other applied 958 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 959 * objects need to make adjustments.
899 * This block should handle all player specific changes 960 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 961 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
904 * up, etc. 965 * up, etc.
905 */ 966 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 968 && tmp->type != CONTAINER
908 if(op->type==PLAYER) { 969 && tmp->type != CLOSE_CON)
909 if (tmp->type == BOW) 970 || (tmp->type == SKILL
910 op->contr->ranges[range_bow] = tmp; 971 && tmp->subtype == SK_PRAYING))
972 {
973 if (type == PLAYER)
974 {
975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
977 continue;
911 978
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 979 for (i = 0; i < NUM_STATS; i++)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
917 981
918 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
921 */ 985 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
929 (tmp->type == SKILL)) { 993 tmp->type == SKILL)
994 {
930 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
936 } 1001 }
937 } /* if this is a player */ 1002 } /* if this is a player */
1003 else
1004 {
1005 if (tmp->type == WEAPON)
1006 current_weapon = tmp;
1007 }
938 1008
939 /* Update slots used for items */ 1009 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1012 slot[i].used += tmp->slot[i].info;
943 }
944 1013
945 if(tmp->type==SYMPTOM) { 1014 if (tmp->type == SYMPTOM)
1015 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 1017
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1026 */
955 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 1028 {
1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
957 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
959 */ 1033 */
960 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 1035 {
1036 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1038 else
964 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
965 } 1040 }
966 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 1045 }
971 } 1046 }
972 1047
973 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1050 || current_weapon == tmp)
1051 {
1052 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck;
1058 }
976 1059
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1067
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1069 SET_FLAG (this, FLAG_UNDEAD);
993 1070
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1072 {
996 op->invisible=1; 1073 SET_FLAG (this, FLAG_MAKE_INVIS);
997 } 1074 invisible = 1;
1075 }
998 1076
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1077 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 1078 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1079 if (tmp->stats.exp > 0)
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1080 {
1003 } else 1081 added_speed += tmp->stats.exp / 3.f;
1004 added_speed+=(float)tmp->stats.exp; 1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1005 } 1083 }
1084 else
1085 added_speed += tmp->stats.exp;
1086 }
1006 1087
1007 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1008 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1010 case SKILL: 1101 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103 break;
1012 1104
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1014 1107
1015 if (op->chosen_skill) { 1108 if (chosen_skill)
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1017 } 1110
1018 op->chosen_skill = tmp; 1111 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1112
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1113 if (tmp->stats.dam > 0)
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1114 { /* skill is a 'weapon' */
1022 if(weapon_speed<0) weapon_speed = 0; 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_weight=tmp->weight; 1116 weapon_speed = WEAPON_SPEED (tmp);
1117
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120
1121 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029 1123
1030 if(tmp->slaying!=NULL) { 1124 if (tmp->magic)
1031 if (op->slaying != NULL) 1125 stats.dam += tmp->magic;
1032 free_string (op->slaying); 1126 }
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1127
1036 if(tmp->stats.ac) 1128 if (tmp->stats.wc)
1037 ac-=(tmp->stats.ac+tmp->magic); 1129 wc -= tmp->stats.wc + tmp->magic;
1130
1131 if (tmp->slaying)
1132 slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic;
1136
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043 1139
1044 case SKILL_TOOL: 1140 break;
1045 if (op->chosen_skill) { 1141
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1145
1053 case SHIELD: 1146 chosen_skill = tmp;
1147 break;
1148
1149 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1151 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1152 case RING:
1057 case AMULET: 1153 case AMULET:
1058 case GIRDLE: 1154 case GIRDLE:
1059 case HELMET: 1155 case HELMET:
1060 case BOOTS: 1156 case BOOTS:
1061 case GLOVES: 1157 case GLOVES:
1062 case CLOAK: 1158 case CLOAK:
1063 if(tmp->stats.wc) 1159 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1160 wc -= tmp->stats.wc + tmp->magic;
1161
1162 if (tmp->stats.dam)
1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1165 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic;
1167
1168 break;
1169
1170 case BOW:
1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic;
1175
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1177 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1178
1179 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1180 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1182
1079 if(tmp->slaying!=NULL) { 1183 if (weapon_speed < 0)
1080 if (op->slaying != NULL) 1184 weapon_speed = 0;
1081 free_string (op->slaying); 1185
1082 add_refcount(op->slaying = tmp->slaying); 1186 slaying = tmp->slaying;
1083 } 1187
1084 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1086 * go. 1190 * go.
1087 */ 1191 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092 1192
1193 if (type == PLAYER)
1194 if (settings.spell_encumbrance)
1195 contr->encumbrance += tmp->weight * 3 / 1000;
1196 }
1197
1198 break;
1199
1093 case ARMOUR: /* Only the best of these three are used: */ 1200 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1202 contr->encumbrance += tmp->weight / 1000;
1096 1203
1097 case BRACERS: 1204 case BRACERS:
1098 case FORCE: 1205 case FORCE:
1099 if(tmp->stats.wc) { 1206 if (tmp->stats.wc)
1100 if(best_wc<tmp->stats.wc+tmp->magic) { 1207 {
1101 wc+=best_wc; 1208 if (best_wc < tmp->stats.wc + tmp->magic)
1102 best_wc=tmp->stats.wc+tmp->magic; 1209 {
1103 } else 1210 wc += best_wc;
1104 wc+=tmp->stats.wc+tmp->magic; 1211 best_wc = tmp->stats.wc + tmp->magic;
1105 } 1212 }
1106 if(tmp->stats.ac) { 1213 else
1107 if(best_ac<tmp->stats.ac+tmp->magic) { 1214 wc += tmp->stats.wc + tmp->magic;
1215 }
1216
1217 if (tmp->stats.ac)
1218 {
1219 if (best_ac < tmp->stats.ac + tmp->magic)
1220 {
1108 ac+=best_ac; /* Remove last bonus */ 1221 ac += best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic; 1222 best_ac = tmp->stats.ac + tmp->magic;
1110 } 1223 }
1111 else /* To nullify the below effect */ 1224 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic; 1225 ac += tmp->stats.ac + tmp->magic;
1113 } 1226 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1227
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1228 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1231 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1117 max=ARMOUR_SPEED(tmp)/10.0; 1235 max = ARMOUR_SPEED (tmp) / 10.f;
1118 break;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122 1236
1237 break;
1238 } /* switch tmp->type */
1239 } /* item is equipped */
1240 } /* for loop of items */
1241
1123 /* We've gone through all the objects the player has equipped. For many things, we 1242 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1243 * have generated intermediate values which we now need to assign.
1125 */ 1244 */
1126 1245
1127 /* 'total resistance = total protections - total vulnerabilities'. 1246 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1247 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1248 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1249 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1251 */
1133 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1253 {
1134 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1138 } 1258 }
1139 1259
1140 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1261 if (type == PLAYER)
1262 {
1142 int pl_level; 1263 int pl_level;
1143 1264
1144 check_stat_bounds(&(op->stats)); 1265 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1266 pl_level = level;
1146 1267
1268 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1270
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1271 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1273 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1275 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1155 if (con_bonus[op->stats.Con]>0) 1279 {
1156 j++; 1280 if (con_bonus[stats.Con] > 0)
1157 else 1281 j++;
1158 j--; 1282 else
1159 } 1283 j--;
1284 }
1285
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1287 }
1162 1288
1163 for(i=11;i<=op->level;i++) 1289 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1290 stats.maxhp += 2;
1165 1291
1166 if(op->stats.hp>op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1168 1294
1169 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1171 */ 1297 */
1172 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1299 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1300 mana_obj = this;
1301
1302 if (!grace_obj)
1303 grace_obj = this;
1304
1175 /* set maxsp */ 1305 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1307 mana_obj = this;
1177 1308
1178 if (mana_obj == op && op->type == PLAYER) { 1309 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1180 } else { 1311 else
1181 sp_tmp=0.0; 1312 {
1313 sp_tmp = 0.f;
1314
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1183 float stmp; 1316 {
1317 float stmp;
1184 1318
1185 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1186 if(i<2) { 1320 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 (float)sp_bonus[op->stats.Int])/6.0); 1322 else
1189 } else { 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198 1324
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp;
1329 }
1330
1331 stats.maxsp = (sint16)sp_tmp;
1332
1199 for(i=11;i<=mana_obj->level;i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1334 stats.maxsp += 2;
1201 } 1335 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1337 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1338 stats.sp = stats.maxsp * 2;
1205 1339
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this;
1208 1343
1209 if (grace_obj == op && op->type == PLAYER) { 1344 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1211 } else { 1346 else
1347 {
1212 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1352 */
1217 sp_tmp=0.0; 1353 sp_tmp = 0.f;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1219 float grace_tmp=0.0; 1355 {
1356 float grace_tmp = 0.f;
1220 1357
1221 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1222 if(i<2) { 1359 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1361 else
1225 } else { 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234 1363
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp;
1368 }
1369
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1235 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1374 stats.maxgrace += 2;
1238 } 1375 }
1239 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1240 1377
1241 if(op->contr->braced) { 1378 if (contr->braced)
1242 ac+=2; 1379 {
1243 wc+=4; 1380 ac += 2;
1244 } 1381 wc += 4;
1245 else 1382 }
1383 else
1246 ac-=dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1247 1385
1248 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1388 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1390 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1391 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1392 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1258 */ 1396 */
1259 1397
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1399 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1262 for(i=1;i<wc_obj->level;i++) { 1402 for (i = 1; i < wc_obj->level; i++)
1403 {
1263 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1405 if (!(i % 6))
1406 wc--;
1407
1265 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1268 } 1411 }
1269 } else 1412 }
1413 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1271 1415
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1273 1417
1274 if(op->stats.dam<1) 1418 if (stats.dam < 1)
1275 op->stats.dam=1; 1419 stats.dam = 1;
1276 1420
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1278 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1424 speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282 1425
1283 } /* End if player */ 1426 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype;
1284 1428
1429 } /* End if player */
1430
1285 if(added_speed>=0) 1431 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1432 speed += added_speed / 10.f;
1287 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1434 speed /= 1.f - added_speed;
1289 1435
1290 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1291 if(op->speed>max) 1437 if (speed > max)
1292 op->speed=max; 1438 speed = max;
1293 1439
1294 if(op->type == PLAYER) { 1440 if (type == PLAYER)
1441 {
1295 /* f is a number the represents the number of kg above (positive num) 1442 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above 1443 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1299 */ 1446 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1448 if (f > 0)
1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 } 1450 }
1303 1451
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 1453
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1456 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1310 1458
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1459 if (speed < 0.01f && type == PLAYER)
1460 speed = 0.01f;
1312 1461
1313 if(op->type == PLAYER) { 1462 if (type == PLAYER)
1314 float M,W,s,D,K,S,M2; 1463 {
1315
1316 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1320 */ 1468 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 M2=max_carry[op->stats.Str]/100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1323 W=weapon_weight/20000.0; 1471 float W = weapon_weight / 20000.f;
1324 s=2-weapon_speed/10.0; 1472 float s = 2 - weapon_speed / 10.f;
1325 D=(op->stats.Dex-14)/14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1475
1328 if(K<=0) K=0.01; 1476 K *= (4 + level) *1.2f / (6 + level);
1329 S=op->speed/(K*s); 1477
1330 op->contr->weapon_sp=S; 1478 if (K <= 0.f)
1479 K = 0.01f;
1480
1481 float S = speed / (K * s);
1482
1483 contr->weapon_sp = S;
1331 } 1484 }
1485
1332 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3) 1488 stats.dam = arch->clone.stats.dam * 3;
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336 1489
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1492 * so its value is the same.
1340 */ 1493 */
1341 if (wc>120) wc=120; 1494 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1343 op->stats.wc=wc; 1499 stats.wc = wc;
1344 1500
1345 if (ac>120) ac=120; 1501 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1347 op->stats.ac=ac; 1506 stats.ac = ac;
1348 1507
1349 /* if for some reason the creature doesn't have any move type, 1508 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1509 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1510 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1512 * one or the other.
1354 */ 1513 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1514 if (move_type == 0)
1515 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK;
1357 1518
1358 update_ob_speed(op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1359 1521
1360 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1523 * so we will check that now.
1362 */ 1524 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1364} 1534}
1365 1535
1366/* 1536/*
1367 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1541 * false otherwise.
1372 */ 1542 */
1373 1543int
1374int allowed_class(const object *op) { 1544allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1545{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1546 return op->stats.Dex > 0
1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1552 && op->stats.Cha > 0;
1378} 1553}
1379 1554
1380/* 1555/*
1381 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1560 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1561 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1562 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1563 * Please, anyone, write support for 'ext_title'.
1389 */ 1564 */
1565void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1566set_dragon_name (object *pl, const object *abil, const object *skin)
1567{
1391 int atnr=-1; /* attacknumber of highest level */ 1568 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1569 int level = 0; /* highest level */
1393 int i; 1570 int i;
1394 1571
1395 /* Perhaps do something more clever? */ 1572 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1573 if (!abil || !skin)
1397 1574 return;
1575
1398 /* first, look for the highest level */ 1576 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1577 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1578 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1579 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1580 {
1402 level = abil->resist[i]; 1581 level = abil->resist[i];
1403 atnr = i; 1582 atnr = i;
1404 } 1583 }
1405 } 1584 }
1406 1585
1407 /* now if there are equals at highest level, pick the one with focus, 1586 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1587 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1589 atnr = abil->stats.exp;
1412 1590
1413 level = (int)(level/5.); 1591 level = (int) (level / 5.);
1414 1592
1415 /* now set the new title */ 1593 /* now set the new title */
1416 if (pl->contr != NULL) { 1594 if (pl->contr != NULL)
1595 {
1417 if(level == 0) 1596 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1598 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1600 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1602 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else 1604 else
1605 {
1606 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1611 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1613 }
1434 } 1614 }
1435 1615
1436 strcpy(pl->contr->own_title, ""); 1616 strcpy (pl->contr->own_title, "");
1437} 1617}
1438 1618
1439/* 1619/*
1440 * This function is called when a dragon-player gains 1620 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1621 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1622 * or change the ability-focus.
1443 */ 1623 */
1624void
1444void dragon_level_gain(object *who) { 1625dragon_level_gain (object *who)
1626{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1627 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1628 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1631
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1637 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1638 if (tmp->arch->name == dragon_ability_force)
1454 abil = tmp; 1639 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1640 else if (tmp->arch->name == dragon_skin_force)
1456 skin = tmp; 1641 skin = tmp;
1457 } 1642
1458 }
1459 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1644 if (abil == NULL)
1461 1645 return;
1646
1462 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1648 * New abilties can only be gained by surpassing this max level
1464 */ 1649 */
1465 if (who->level > abil->level) { 1650 if (who->level > abil->level)
1651 {
1466 /* increase our focused ability */ 1652 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1653 abil->resist[abil->stats.exp]++;
1468
1469 1654
1655
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1656 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1657 {
1471 /* time to hand out a new ability-gift */ 1658 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1659 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.)); 1660 }
1474 } 1661
1475
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1662 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1663 {
1477 /* apply new ability focus */ 1664 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1665 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1666 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1667
1482 abil->stats.exp = abil->last_eat; 1668 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1669 abil->last_eat = 0;
1484 } 1670 }
1671
1672 abil->level = who->level;
1485 1673 }
1486 abil->level = who->level; 1674
1487 }
1488
1489 /* last but not least, set the new title for the dragon */ 1675 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1676 set_dragon_name (who, abil, skin);
1491} 1677}
1492 1678
1493/* Handy function - given the skill name skill_name, we find the skill 1679/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1680 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1681 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1682 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1683 * want to do something with it immediately.
1498 */ 1684 */
1685object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1686give_skill_by_name (object *op, const char *skill_name)
1500{ 1687{
1501 object *skill_obj; 1688 object *skill_obj;
1502 1689
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1691 if (!skill_obj)
1692 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1694 return NULL;
1507 } 1695 }
1508 /* clear the flag - exp goes into this bucket, but player 1696 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1697 * still doesn't know it.
1510 */ 1698 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1701 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1515 if (op->contr) { 1704 if (op->contr)
1705 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1709 }
1710
1519 return skill_obj; 1711 return skill_obj;
1520} 1712}
1521 1713
1522 1714
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1716 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1717 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1718 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1719 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1720 * (eg, skill)
1529 */ 1721 */
1722void
1530void player_lvl_adj(object *who, object *op) { 1723player_lvl_adj (object *who, object *op)
1724{
1531 char buf[MAX_BUF]; 1725 char buf[MAX_BUF];
1532 1726
1533 if(!op) /* when rolling stats */ 1727 if (!op) /* when rolling stats */
1534 op = who; 1728 op = who;
1535 1729
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 {
1537 op->level++; 1732 op->level++;
1538 1733
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1735 dragon_level_gain (who);
1541 1736
1542 /* Only roll these if it is the player (who) that gained the level */ 1737 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1738 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1743 }
1548 1744
1549 fix_player(who); 1745 who->update_stats ();
1550 if(op->level>1) { 1746 if (op->level > 1)
1747 {
1551 if (op->type!=PLAYER) 1748 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1553 else 1750 else
1554 sprintf(buf,"You are now level %d.",op->level); 1751 sprintf (buf, "You are now level %d.", op->level);
1752 if (who)
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1556 } 1754 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1755 player_lvl_adj (who, op); /* To increase more levels */
1756 }
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 {
1559 op->level--; 1759 op->level--;
1560 fix_player(who); 1760 who->update_stats ();
1561 if(op->type!=PLAYER) { 1761 if (op->type != PLAYER)
1762 {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1564 } 1765 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1767 }
1768
1567 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1771 esrv_update_spells (who->contr);
1569} 1772}
1570 1773
1571/* 1774/*
1572 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1776 * the given level. level should really never exceed max_level
1574 */ 1777 */
1575 1778
1779sint64
1576sint64 level_exp(int level,double expmul) { 1780level_exp (int level, double expmul)
1781{
1577 if (level > settings.max_level) 1782 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1579 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1580} 1786}
1581 1787
1582/* 1788/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1790 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1791 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1792 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1793 * this can now work on a much larger set of objects.
1588 */ 1794 */
1795void
1589void calc_perm_exp(object *op) 1796calc_perm_exp (object *op)
1590{ 1797{
1591 int p_exp_min; 1798 int p_exp_min;
1592 1799
1593 /* Ensure that our permanent experience minimum is met. 1800 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1801 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1802 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1803 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1804
1598 if (op->perm_exp < p_exp_min) 1805 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1806 op->perm_exp = p_exp_min;
1600 1807
1601 /* Cap permanent experience. */ 1808 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1809 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1810 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1606} 1813}
1607
1608 1814
1609/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1817 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1819 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1820 * flag is what to do if the player doesn't have the skill:
1615 */ 1821 */
1616 1822static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1824{
1619 object *skill_obj=NULL; 1825 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1621 int i; 1827 int i;
1622 1828
1623 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1830 if (op->contr->braced)
1831 exp /= 5;
1625 1832
1626 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1836 * the players inventory.
1630 */ 1837 */
1631 if (skill_name) { 1838 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1839 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1841 skill_obj = op->chosen_skill;
1635 else { 1842 else
1843 {
1636 for (i=0; i<NUM_SKILLS; i++) 1844 for (i = 0; i < NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] && 1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1846 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1847 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1848 break;
1641 } 1849 }
1642 1850
1643 /* Player doesn't have the skill. Check to see what to do, and give 1851 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1852 * it to the player if necessary
1645 */ 1853 */
1646 if (!skill_obj) { 1854 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return; 1855 {
1856 if (flag == SK_EXP_NONE)
1857 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1858 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1859 give_skill_by_name (op, skill_name);
1860 }
1861 }
1650 } 1862 }
1651 } 1863
1864 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1865 {
1653
1654 /* Basically, you can never gain more experience in one shot 1866 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1867 * than half what you need to gain for next level.
1656 */ 1868 */
1657 exp_to_add = exp; 1869 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1870 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1871 if (exp_to_add > limit)
1872 exp_to_add = limit;
1660 1873
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1874 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1875 if (settings.permanent_exp_ratio)
1876 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1877 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1878 calc_perm_exp (op);
1665 } 1879 }
1666 1880
1667 player_lvl_adj(op,NULL); 1881 player_lvl_adj (op, NULL);
1882 }
1883
1668 if (skill_obj) { 1884 if (skill_obj)
1885 {
1669 exp_to_add = exp; 1886 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1887 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1888 if (exp_to_add > limit)
1889 exp_to_add = limit;
1890
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1891 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1892 if (settings.permanent_exp_ratio)
1893 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1894 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1895 calc_perm_exp (skill_obj);
1676 } 1896 }
1897
1677 player_lvl_adj(op,skill_obj); 1898 player_lvl_adj (op, skill_obj);
1678 } 1899 }
1679} 1900}
1680 1901
1681/* This function checks to make sure that object 'op' can 1902/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1903 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1905 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1906 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1907 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1908 * amount that should get subtract from the player.
1688 */ 1909 */
1910sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1911check_exp_loss (const object *op, sint64 exp)
1690{ 1912{
1691 sint64 del_exp; 1913 sint64 del_exp;
1692 1914
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1915 if (exp > op->stats.exp)
1916 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1917 if (settings.permanent_exp_ratio)
1918 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1920 if (del_exp < 0)
1697 if (exp > del_exp) exp=del_exp; 1921 del_exp = 0;
1922 if (exp > del_exp)
1923 exp = del_exp;
1698 } 1924 }
1699 return exp; 1925 return exp;
1700} 1926}
1701 1927
1928sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1929check_exp_adjust (const object *op, sint64 exp)
1703{ 1930{
1931 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1932 return check_exp_loss (op, exp);
1933 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1935}
1707 1936
1708 1937
1709/* Subtracts experience from player. 1938/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1716 * as much as listed. Eg, if player has gotten reduced to the point 1945 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1946 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1947 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1948 * a postive number.
1720 */ 1949 */
1950static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1951subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1952{
1723 float fraction = (float) exp/(float) op->stats.exp; 1953 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1954 object *tmp;
1725 sint64 del_exp; 1955 sint64 del_exp;
1726 1956
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1957 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1958 if (tmp->type == SKILL && tmp->stats.exp)
1959 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1961 {
1730 del_exp = check_exp_loss(tmp, exp); 1962 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1963 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1964 player_lvl_adj (op, tmp);
1965 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1966 else if (flag != SK_SUBTRACT_SKILL_EXP)
1967 {
1734 /* only want to process other skills if we are not trying 1968 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1969 * to match a specific skill.
1736 */ 1970 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1973 player_lvl_adj (op, tmp);
1974 }
1740 } 1975 }
1741 } 1976
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1978 {
1743 del_exp = check_exp_loss(op, exp); 1979 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1981 player_lvl_adj (op, NULL);
1746 } 1982 }
1747} 1983}
1748
1749
1750 1984
1751/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1987 *
1754 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1992 * these last two values are only used for players.
1759 */ 1993 */
1760 1994void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1996{
1763#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1999#endif
1769#endif
1770 2000
1771 /* safety */ 2001 /* safety */
1772 if(!op) { 2002 if (!op)
2003 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 2004 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 2005 return;
1775 } 2006 }
1776 2007
1777 /* if no change in exp, just return - most of the below code 2008 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 2009 * won't do anything if the value is 0 anyways.
1779 */ 2010 */
1780 if (exp == 0) return; 2011 if (exp == 0)
2012 return;
1781 2013
1782 /* Monsters are easy - we just adjust their exp - we 2014 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 2015 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 2016 * the exp they have - the monsters exp represents what its
1785 * worth. 2017 * worth.
1786 */ 2018 */
1787 if(op->type != PLAYER) { 2019 if (op->type != PLAYER)
2020 {
1788 /* Sanity check */ 2021 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2022 if (!QUERY_FLAG (op, FLAG_ALIVE))
2023 return;
1790 2024
1791 /* reset exp to max allowed value. We subtract from 2025 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 2027 * more than max exp, just return.
1794 */ 2028 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 2029 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2030 {
1796 exp = MAX_EXPERIENCE - op->stats.exp; 2031 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return; 2032 if (exp < 0)
1798 } 2033 return;
2034 }
1799 2035
1800 op->stats.exp += exp; 2036 op->stats.exp += exp;
1801 } 2037 }
1802 else { /* Players only */ 2038 else
1803 if(exp>0) 2039 { /* Players only */
2040 if (exp > 0)
1804 add_player_exp(op, exp, skill_name, flag); 2041 add_player_exp (op, exp, skill_name, flag);
1805 else 2042 else
1806 /* note that when you lose exp, it doesn't go against 2043 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that 2044 * a particular skill, so we don't need to pass that
1808 * along. 2045 * along.
1809 */ 2046 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 2048 }
1813} 2049}
1814 2050
1815/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 2054 */
1819 2055void
1820void apply_death_exp_penalty(object *op) { 2056apply_death_exp_penalty (object *op)
2057{
1821 object *tmp; 2058 object *tmp;
1822 sint64 loss; 2059 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 2062
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 2063 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 2064 if (tmp->type == SKILL && tmp->stats.exp)
2065 {
1828 2066
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 2069
1832 /* With the revised exp system, you can get cases where 2070 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 2071 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 2072 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 2073 * tables is a lot harder.
1836 */ 2074 */
1837 if (level_loss < 0) level_loss = 0; 2075 if (level_loss < 0)
2076 level_loss = 0;
1838 2077
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 2079
1841 tmp->stats.exp -= loss; 2080 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 2081 player_lvl_adj (op, tmp);
1843 } 2082 }
1844 2083
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 2086 if (level_loss < 0)
2087 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 2089
1850 op->stats.exp -= loss; 2090 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 2091 player_lvl_adj (op, NULL);
1852} 2092}
1853 2093
1854/* This function takes an object (monster/player, op), and 2094/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 2095 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 2096 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 2097 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 2098 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 2099 * Returns 1 if op makes his save, 0 if he failed
1860 */ 2100 */
2101int
1861int did_make_save(const object *op, int level, int bonus) 2102did_make_save (const object *op, int level, int bonus)
1862{ 2103{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2104 if (level > MAX_SAVE_LEVEL)
2105 level = MAX_SAVE_LEVEL;
1864 2106
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 2108 return 0;
2109
2110 return 1;
1868} 2111}
1869

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