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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.16 by pippijn, Mon Dec 11 21:06:58 2006 UTC

1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 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, 176 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, 177 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, 178 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, 179 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, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 198 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.", 206 "You feel your memory return.",
215 "You feel your spirits return." 207 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
221 "You feel wiser.", 213 "You feel wiser.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.", 215 "You feel smarter.",
224 "You feel more potent." 216 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!", 223 "You look ugly!",
232 "You feel stupid!", 224 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!"
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 234};
243 235
244/* 236/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 238 * what attr is (STR to POW).
247 */ 239 */
248 240
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 */
280 274
281void 275void
282change_attr_value(living *stats,int attr,sint8 value) { 276change_attr_value (living * stats, int attr, sint8 value)
277{
283 if (value==0) return; 278 if (value == 0)
279 return;
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)
316 {
318 case STR: 317 case STR:
319 return(stats->Str); 318 return (stats->Str);
320 case DEX: 319 case DEX:
321 return(stats->Dex); 320 return (stats->Dex);
322 case CON: 321 case CON:
323 return(stats->Con); 322 return (stats->Con);
324 case WIS: 323 case WIS:
325 return(stats->Wis); 324 return (stats->Wis);
326 case CHA: 325 case CHA:
327 return(stats->Cha); 326 return (stats->Cha);
328 case INT: 327 case INT:
329 return(stats->Int); 328 return (stats->Int);
330 case POW: 329 case POW:
331 return(stats->Pow); 330 return (stats->Pow);
332 } 331 }
333 return 0; 332 return 0;
334} 333}
335 334
336/* 335/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 337 * 1-30 stat limit.
339 */ 338 */
340 339
340void
341void check_stat_bounds(living *stats) { 341check_stat_bounds (living * stats)
342{
342 int i,v; 343 int i, v;
344
343 for(i=0;i<NUM_STATS;i++) 345 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 346 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 347 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 348 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 349 set_attr_value (stats, i, MIN_STAT);
348} 350}
349 351
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 353
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 357 */
356#define DIFF_MSG(flag, msg1, msg2) \ 358#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 360
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 361/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362
360/* flag is set to 1 if we are applying the object, -1 if we are removing 363/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 364 * the object.
362 * It is the calling functions responsibilty to check to see if the object 365 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 366 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 367 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 369 * 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 370 * 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 371 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 372 * that gives them that ability.
370 */ 373 */
374int
371int change_abil(object *op, object *tmp) { 375change_abil (object *op, object *tmp)
376{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 378 char message[MAX_BUF];
375 int potion_max=0; 379 int potion_max = 0;
376 380
377 /* remember what object was like before it was changed. note that 381 /* 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 382 * 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 383 * found by fix_player. refop is not a real object
380 */ 384 */
381 memcpy(&refop, op, sizeof(object)); 385 object_pod refop = *op;
382 386
383 if(op->type==PLAYER) { 387 if (op->type == PLAYER)
388 {
384 if (tmp->type==POTION) { 389 if (tmp->type == POTION)
390 {
385 potion_max=1; 391 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 392 for (j = 0; j < NUM_STATS; j++)
393 {
387 int nstat, ostat; 394 int nstat, ostat;
388 395
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 396 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 397 i = get_attr_value (&(tmp->stats), j);
391 398
392 /* nstat is what the stat will be after use of the potion */ 399 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 400 nstat = flag * i + ostat;
394 401
395 /* Do some bounds checking. While I don't think any 402 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 403 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 404 * that adjust that stat by more than one point, so we need
398 * to allow for that. 405 * to allow for that.
399 */ 406 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 407 if (nstat < 1 && i * flag < 0)
408 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
410 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 412 }
404 if (nstat != ostat) { 413 if (nstat != ostat)
414 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 415 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 416 potion_max = 0;
407 } 417 }
408 else if (i) { 418 else if (i)
419 {
409 /* potion is useless - player has already hit the natural maximum */ 420 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 421 potion_max = 1;
411 } 422 }
412 } 423 }
413 /* This section of code ups the characters normal stats also. I am not 424 /* 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 425 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 426 * recalculates this anyway.
416 */ 427 */
417 for(j=0;j<NUM_STATS;j++) 428 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 430 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 431 } /* end of potion handling code */
421 } 432 }
422 433
423 /* reset attributes that fix_player doesn't reset since it doesn't search 434 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 435 * everything to set
425 */ 436 */
426 if(flag == -1) { 437 if (flag == -1)
438 {
427 op->attacktype&=~tmp->attacktype; 439 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 440 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 441 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 442 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 443 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 444 * and not the other move_ fields.
433 */ 445 */
434 op->move_type &= ~tmp->move_type; 446 op->move_type &= ~tmp->move_type;
435 } 447 }
436 448
437 /* call fix_player since op object could have whatever attribute due 449 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 450 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 451 * change_ability then might as well call it from here
440 */ 452 */
441 fix_player(op); 453 fix_player (op);
442 454
443 /* Fix player won't add the bows ability to the player, so don't 455 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 456 * print out message if this is a bow.
445 */ 457 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 {
447 success=1; 460 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 462 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 {
452 success=1; 465 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 467 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 {
457 success=1; 470 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 472 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 {
462 success=1; 475 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 477 }
466 /* movement type has changed. We don't care about cases where 478 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 479 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 480 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 481 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 482 * from fly high)
471 */ 483 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 484 if (tmp->move_type && op->move_type != refop.move_type)
485 {
473 success=1; 486 success = 1;
474 487
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 489 * status doesn't make a difference if you are flying high
477 */ 490 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 494 }
481 495
482 if (tmp->move_type & MOVE_FLY_HIGH) { 496 if (tmp->move_type & MOVE_FLY_HIGH)
497 {
483 /* double conditional - second case covers if you have move_fly_low - 498 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 499 * in that case, you don't actually land
485 */ 500 */
486 DIFF_MSG(flag, "You soar into the air air!.", 501 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 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!");
522 }
507 } else { 523 else
508 if(op->race) free_string(op->race); 524 {
509 if(op->arch->clone.race)
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 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 {
537 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 }
540 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision
542 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 {
545 success = 1;
546 if (flag > 0)
547 {
548 if (QUERY_FLAG (op, FLAG_WIZ))
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else
551 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND);
554 if (op->type == PLAYER)
555 op->contr->do_los = 1;
514 } 556 }
515 } 557 }
516 558 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 559 {
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 560 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 562 else
563 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 565 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 566 if (op->type == PLAYER)
537 op->contr->do_los=1; 567 op->contr->do_los = 1;
538 } 568 }
539 } else { 569 }
570 }
571
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
573 {
574 success = 1;
575 if (op->type == PLAYER)
576 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 }
579
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
581 {
582 success = 1;
583 if (flag > 0)
584 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 585 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 587 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 588 {
544 CLEAR_FLAG(op,FLAG_BLIND); 589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 590 if (op->type == PLAYER)
546 op->contr->do_los=1; 591 op->contr->do_los = 1;
547 } 592 }
548 } 593 }
549 } 594 else
550 595 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 596 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 598 else
599 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 601 if (op->type == PLAYER)
566 op->contr->do_los=1; 602 op->contr->do_los = 1;
567 } 603 }
568 } else { 604 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 605 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 606
607 if (tmp->stats.luck)
608 {
609 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 }
612
613 if (tmp->stats.hp && op->type == PLAYER)
614 {
615 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 }
618
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
620 {
621 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 }
624
625 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER)
627 {
628 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 }
631
632 if (tmp->stats.food && op->type == PLAYER)
633 {
634 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 }
637
638 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++)
640 {
641 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */
643
644 if (op->resist[i] != refop.resist[i])
645 {
646 success = 1;
647 if (op->resist[i] > refop.resist[i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 649 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 651
574 op->contr->do_los=1; 652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 }
654 }
655
656 if (tmp->type != EXPERIENCE && !potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++)
659 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 {
662 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 664 }
576 } 665 }
577 } 666 }
578
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success; 667 return success;
635} 668}
636 669
637/* 670/*
638 * Stat draining by Vick 930307 671 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 672 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 673 */
641 674
675void
642void drain_stat(object *op) { 676drain_stat (object *op)
677{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 678 drain_specific_stat (op, RANDOM () % NUM_STATS);
644} 679}
645 680
681void
646void drain_specific_stat(object *op, int deplete_stats) { 682drain_specific_stat (object *op, int deplete_stats)
683{
647 object *tmp; 684 object *tmp;
648 archetype *at; 685 archetype *at;
649 686
650 at = find_archetype(ARCH_DEPLETION); 687 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 688 if (!at)
689 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 690 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 691 return;
692 }
654 } else { 693 else
694 {
655 tmp = present_arch_in_ob(at, op); 695 tmp = present_arch_in_ob (at, op);
656 if (!tmp) { 696 if (!tmp)
697 {
657 tmp = arch_to_object(at); 698 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 699 tmp = insert_ob_in_ob (tmp, op);
659 SET_FLAG(tmp,FLAG_APPLIED); 700 SET_FLAG (tmp, FLAG_APPLIED);
660 } 701 }
661 } 702 }
662 703
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 705 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 706 fix_player (op);
666} 707}
667 708
668/* 709/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 710 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 711 * via an applied bad_luck object.
671 */ 712 */
672 713
714void
673void change_luck(object *op, int value) { 715change_luck (object *op, int value)
716{
674 object *tmp; 717 object *tmp;
675 archetype *at; 718 archetype *at;
676 int new_luck; 719 int new_luck;
677 720
678 at = find_archetype("luck"); 721 at = archetype::find ("luck");
679 if (!at) 722 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 723 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 724 else
725 {
682 tmp = present_arch_in_ob(at, op); 726 tmp = present_arch_in_ob (at, op);
683 if (!tmp) { 727 if (!tmp)
728 {
729 if (!value)
730 return;
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
684 if (!value) 735 if (value)
685 return; 736 {
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 737 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 738 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 739 * in op itself).
694 */ 740 */
695 new_luck = tmp->stats.luck+value; 741 new_luck = tmp->stats.luck + value;
696 if (new_luck >= -100 && new_luck <= 100) { 742 if (new_luck >= -100 && new_luck <= 100)
743 {
697 op->stats.luck+=value; 744 op->stats.luck += value;
698 tmp->stats.luck = new_luck; 745 tmp->stats.luck = new_luck;
746 }
699 } 747 }
700 } else { 748 else
749 {
701 if (!tmp->stats.luck) { 750 if (!tmp->stats.luck)
751 {
702 return; 752 return;
703 } 753 }
704 /* Randomly change the players luck. Basically, we move it 754 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 755 * back neutral (if greater>0, subtract, otherwise add)
706 */ 756 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
758 {
708 int diff = tmp->stats.luck>0?-1:1; 759 int diff = tmp->stats.luck > 0 ? -1 : 1;
760
709 op->stats.luck += diff; 761 op->stats.luck += diff;
710 tmp->stats.luck += diff; 762 tmp->stats.luck += diff;
763 }
711 } 764 }
712 }
713 } 765 }
714} 766}
715 767
716/* 768/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 769 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 770 */
719 771
772void
720void remove_statbonus(object *op) { 773remove_statbonus (object *op)
774{
721 op->stats.Str -= op->arch->clone.stats.Str; 775 op->stats.Str -= op->arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 776 op->stats.Dex -= op->arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 777 op->stats.Con -= op->arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 778 op->stats.Wis -= op->arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 779 op->stats.Pow -= op->arch->clone.stats.Pow;
736 790
737/* 791/*
738 * Adds stat-bonuses given by the class which the player has chosen. 792 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 793 */
740 794
795void
741void add_statbonus(object *op) { 796add_statbonus (object *op)
797{
742 op->stats.Str += op->arch->clone.stats.Str; 798 op->stats.Str += op->arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 799 op->stats.Dex += op->arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 800 op->stats.Con += op->arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 801 op->stats.Wis += op->arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 802 op->stats.Pow += op->arch->clone.stats.Pow;
760 * of the given object. Note: This function works for both monsters 816 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 817 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 818 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 819 * and then adjusts them according to what the player has equipped.
764 */ 820 */
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 */
768 825
826void
769void fix_player(object *op) { 827fix_player (object *op)
828{
770 int i,j; 829 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 830 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; 831 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
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 (op->type == PLAYER)
838 {
780 for(i=0;i<NUM_STATS;i++) { 839 for (i = 0; i < NUM_STATS; i++)
840 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
782 } 842 }
783 if (settings.spell_encumbrance == TRUE) 843 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 844 op->contr->encumbrance = 0;
785 845
786 op->attacktype=0; 846 op->attacktype = 0;
787 op->contr->digestion = 0; 847 op->contr->digestion = 0;
788 op->contr->gen_hp = 0; 848 op->contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 849 op->contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 850 op->contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 851 op->contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 852 op->contr->item_power = 0;
793 853
794 /* Don't clobber all the range_ values. range_golem otherwise 854 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset 855 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below 856 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 857 * well get filled in based on what the player has equipped.
798 */ 858 */
799 op->contr->ranges[range_bow] = NULL; 859 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL; 860 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL; 861 op->contr->ranges[range_skill] = NULL;
802 } 862 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
804 864
805 if(op->slaying!=NULL) { 865 op->slaying = 0;
806 free_string(op->slaying); 866
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 867 if (!QUERY_FLAG (op, FLAG_WIZ))
868 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 869 CLEAR_FLAG (op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
812 } 871 }
813 872
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 873 CLEAR_FLAG (op, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 874 CLEAR_FLAG (op, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 875 CLEAR_FLAG (op, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL); 877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD); 881 CLEAR_FLAG (op, FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
825 884
826 op->path_attuned=op->arch->clone.path_attuned; 885 op->path_attuned = op->arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 886 op->path_repelled = op->arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 887 op->path_denied = op->arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 888 op->glow_radius = op->arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 889 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL; 890 op->chosen_skill = NULL;
832 891
833 /* initializing resistances from the values in player/monster's 892 /* initializing resistances from the values in player/monster's
834 * archetype clone 893 * archetype clone
835 */ 894 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
837 896
838 for (i=0;i<NROFATTACKS;i++) { 897 for (i = 0; i < NROFATTACKS; i++)
898 {
839 if (op->resist[i] > 0) 899 if (op->resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 900 prot[i] = op->resist[i], vuln[i] = 0;
841 else 901 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 902 vuln[i] = -(op->resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 903 potion_resist[i] = 0;
844 } 904 }
845 905
846 wc=op->arch->clone.stats.wc; 906 wc = op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 907 op->stats.dam = op->arch->clone.stats.dam;
848 908
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 909 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 910 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 911 * 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, 912 * 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 913 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 914 * that their protection from physical goes down
855 */ 915 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
917 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
859 } 920 }
860 else 921 else
861 ac=op->arch->clone.stats.ac; 922 ac = op->arch->clone.stats.ac;
862 923
863 op->stats.luck=op->arch->clone.stats.luck; 924 op->stats.luck = op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 925 op->speed = op->arch->clone.speed;
865 926
866 /* OK - we've reset most all the objects attributes to sane values. 927 /* 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. 928 * now go through and make adjustments for what the player has equipped.
868 */ 929 */
869 930
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
932 {
871 /* See note in map.c:update_position about making this additive 933 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 934 * since light sources are never applied, need to put check here.
873 */ 935 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
875 938
876 /* This happens because apply_potion calls change_abil with the potion 939 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 940 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function. 941 * then calls this function.
879 */ 942 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
881 continue; 945 continue;
882 } 946 }
883 947
884 /* For some things, we don't care what is equipped */ 948 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 949 if (tmp->type == SKILL)
950 {
886 /* Want to take the highest skill here. */ 951 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 952 if (IS_MANA_SKILL (tmp->subtype))
953 {
888 if (!mana_obj) mana_obj=tmp; 954 if (!mana_obj)
955 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 956 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp;
890 } 958 }
891 if (IS_GRACE_SKILL(tmp->subtype)) { 959 if (IS_GRACE_SKILL (tmp->subtype))
960 {
892 if (!grace_obj) grace_obj=tmp; 961 if (!grace_obj)
962 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 963 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp;
894 } 965 }
895 } 966 }
896 967
897 /* Container objects are not meant to adjust a players, but other applied 968 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 969 * objects need to make adjustments.
899 * This block should handle all player specific changes 970 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 971 * 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. 972 * 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, 973 * 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 974 * because the skill shouldn't count against body positions being used
904 * up, etc. 975 * up, etc.
905 */ 976 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 {
908 if(op->type==PLAYER) { 980 if (op->type == PLAYER)
981 {
909 if (tmp->type == BOW) 982 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 983 op->contr->ranges[range_bow] = tmp;
911 984
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 986 op->contr->ranges[range_misc] = tmp;
914 987
915 for(i=0;i<NUM_STATS;i++) 988 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
917 990
918 /* these are the items that currently can change digestion, regeneration, 991 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 992 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 993 * list, but other items store other info into stats array.
921 */ 994 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 997 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) { 1002 (tmp->type == SKILL))
1003 {
930 op->contr->digestion += tmp->stats.food; 1004 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 1005 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 1006 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 1007 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1008 op->contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1009 op->contr->item_power += tmp->item_power;
936 } 1010 }
937 } /* if this is a player */ 1011 } /* if this is a player */
938 1012
939 /* Update slots used for items */ 1013 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1014 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1017 op->body_used[i] += tmp->body_info[i];
943 } 1018 }
944 1019
945 if(tmp->type==SYMPTOM) { 1020 if (tmp->type == SYMPTOM)
1021 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
948 } 1025 }
949 1026
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1028 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1029 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1030 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1031 */
955 if (tmp->type != POTION) { 1032 if (tmp->type != POTION)
1033 {
956 for (i=0; i<NROFATTACKS; i++) { 1034 for (i = 0; i < NROFATTACKS; i++)
1035 {
957 /* Potential for cursed potions, in which case we just can use 1036 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1037 * a straight MAX, as potion_resist is initialized to zero.
959 */ 1038 */
960 if (tmp->type==POTION_EFFECT) { 1039 if (tmp->type == POTION_EFFECT)
1040 {
961 if (potion_resist[i]) 1041 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1043 else
964 potion_resist[i] = tmp->resist[i]; 1044 potion_resist[i] = tmp->resist[i];
965 } 1045 }
966 else if (tmp->resist[i] > 0) 1046 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1048 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
970 } 1050 }
971 } 1051 }
972 1052
973 /* There may be other things that should not adjust the attacktype */ 1053 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1055 op->attacktype |= tmp->attacktype;
976 1056
977 op->path_attuned|=tmp->path_attuned; 1057 op->path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1058 op->path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1059 op->path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1060 op->stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1061 op->move_type |= tmp->move_type;
982 1062
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1064 SET_FLAG (op, FLAG_LIFESAVE);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1066 SET_FLAG (op, FLAG_REFL_SPELL);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1068 SET_FLAG (op, FLAG_REFL_MISSILE);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
990 1077
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1079 SET_FLAG (op, FLAG_UNDEAD);
993 1080
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1083 SET_FLAG (op, FLAG_MAKE_INVIS);
996 op->invisible=1; 1084 op->invisible = 1;
997 } 1085 }
998 1086
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1087 if (tmp->stats.exp && tmp->type != SKILL)
1088 {
1000 if(tmp->stats.exp > 0) { 1089 if (tmp->stats.exp > 0)
1090 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1091 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1093 }
1003 } else 1094 else
1004 added_speed+=(float)tmp->stats.exp; 1095 added_speed += (float) tmp->stats.exp;
1005 } 1096 }
1006 1097
1007 switch(tmp->type) { 1098 switch (tmp->type)
1099 {
1008 /* skills modifying the character -b.t. */ 1100 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1101 /* for all skills and skill granting objects */
1010 case SKILL: 1102 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1104 break;
1043 1105
1044 case SKILL_TOOL: 1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1045 if (op->chosen_skill) { 1109 if (op->chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1047 } 1111
1048 op->chosen_skill = tmp; 1112 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1113
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam) 1114 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1115 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1117 weapon_speed = (int) WEAPON_SPEED (tmp);
1069 break; 1118 if (weapon_speed < 0)
1070 1119 weapon_speed = 0;
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1120 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) { 1122 if (tmp->magic)
1080 if (op->slaying != NULL) 1123 op->stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1124 }
1084 /* If there is desire that two handed weapons should do 1125
1085 * extra strength damage, this is where the code should 1126 if (tmp->stats.wc)
1086 * go. 1127 wc -= (tmp->stats.wc + tmp->magic);
1087 */ 1128
1088 op->current_weapon = tmp; 1129 if (tmp->slaying != NULL)
1130 op->slaying = tmp->slaying;
1131
1132 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic);
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1091 break;
1092 1136
1093 case ARMOUR: /* Only the best of these three are used: */ 1137 if (op->type == PLAYER)
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1138 op->contr->ranges[range_skill] = op;
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1139 break;
1140
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING:
1155 case AMULET:
1156 case GIRDLE:
1157 case HELMET:
1158 case BOOTS:
1159 case GLOVES:
1160 case CLOAK:
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic);
1165 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic);
1167 break;
1168
1169 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic);
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic;
1173 op->stats.dam += (tmp->stats.dam + tmp->magic);
1174 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 if (weapon_speed < 0)
1177 weapon_speed = 0;
1178 op->slaying = tmp->slaying;
1179 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should
1181 * go.
1182 */
1183 op->current_weapon = tmp;
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1186
1187 break;
1188
1189 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000;
1192
1193 case BRACERS:
1194 case FORCE:
1195 if (tmp->stats.wc)
1196 {
1197 if (best_wc < tmp->stats.wc + tmp->magic)
1198 {
1199 wc += best_wc;
1200 best_wc = tmp->stats.wc + tmp->magic;
1201 }
1202 else
1203 wc += tmp->stats.wc + tmp->magic;
1204 }
1205 if (tmp->stats.ac)
1206 {
1207 if (best_ac < tmp->stats.ac + tmp->magic)
1208 {
1209 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic;
1211 }
1212 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic;
1214 }
1215 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic);
1217 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic);
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0;
1221 break;
1119 } /* switch tmp->type */ 1222 } /* switch tmp->type */
1120 } /* item is equipped */ 1223 } /* item is equipped */
1121 } /* for loop of items */ 1224 } /* for loop of items */
1122 1225
1123 /* We've gone through all the objects the player has equipped. For many things, we 1226 /* 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. 1227 * have generated intermediate values which we now need to assign.
1125 */ 1228 */
1126 1229
1127 /* 'total resistance = total protections - total vulnerabilities'. 1230 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1231 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1232 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1233 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1234 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1235 */
1133 for (i=0; i<NROFATTACKS; i++) { 1236 for (i = 0; i < NROFATTACKS; i++)
1237 {
1134 op->resist[i] = prot[i] - vuln[i]; 1238 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1240 op->resist[i] = potion_resist[i];
1138 } 1241 }
1139 1242
1140 /* Figure out the players sp/mana/hp totals. */ 1243 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1244 if (op->type == PLAYER)
1245 {
1142 int pl_level; 1246 int pl_level;
1143 1247
1144 check_stat_bounds(&(op->stats)); 1248 check_stat_bounds (&(op->stats));
1145 pl_level=op->level; 1249 pl_level = op->level;
1146 1250
1251 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1253
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1254 /* 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. 1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1256 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1260 if (i % 2 && con_bonus[op->stats.Con] % 2)
1261 {
1155 if (con_bonus[op->stats.Con]>0) 1262 if (con_bonus[op->stats.Con] > 0)
1156 j++; 1263 j++;
1157 else 1264 else
1158 j--; 1265 j--;
1159 } 1266 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1268 }
1162 1269
1163 for(i=11;i<=op->level;i++) 1270 for (i = 11; i <= op->level; i++)
1164 op->stats.maxhp+=2; 1271 op->stats.maxhp += 2;
1165 1272
1166 if(op->stats.hp>op->stats.maxhp) 1273 if (op->stats.hp > op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1274 op->stats.hp = op->stats.maxhp;
1168 1275
1169 /* Sp gain is controlled by the level of the player's 1276 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1277 * relevant experience object (mana_obj, see above)
1171 */ 1278 */
1172 /* following happen when skills system is not used */ 1279 /* following happen when skills system is not used */
1280 if (!mana_obj)
1173 if(!mana_obj) mana_obj = op; 1281 mana_obj = op;
1282 if (!grace_obj)
1174 if(!grace_obj) grace_obj = op; 1283 grace_obj = op;
1175 /* set maxsp */ 1284 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1286 mana_obj = op;
1177 1287
1178 if (mana_obj == op && op->type == PLAYER) { 1288 if (mana_obj == op && op->type == PLAYER)
1289 {
1179 op->stats.maxsp = 1; 1290 op->stats.maxsp = 1;
1291 }
1180 } else { 1292 else
1293 {
1181 sp_tmp=0.0; 1294 sp_tmp = 0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1183 float stmp; 1297 float stmp;
1184 1298
1185 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1186 if(i<2) { 1300 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1301 {
1190 stmp=(float)op->contr->levsp[i] 1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 } 1303 }
1304 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1307 }
1194 if (stmp<1.0) stmp=1.0; 1308 if (stmp < 1.0)
1309 stmp = 1.0;
1195 sp_tmp+=stmp; 1310 sp_tmp += stmp;
1196 } 1311 }
1197 op->stats.maxsp=(int)sp_tmp; 1312 op->stats.maxsp = (int) sp_tmp;
1198 1313
1199 for(i=11;i<=mana_obj->level;i++) 1314 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1315 op->stats.maxsp += 2;
1201 } 1316 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1317 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1318 if (op->stats.sp > op->stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1319 op->stats.sp = op->stats.maxsp * 2;
1205 1320
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1321 /* 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; 1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1323 grace_obj = op;
1208 1324
1209 if (grace_obj == op && op->type == PLAYER) { 1325 if (grace_obj == op && op->type == PLAYER)
1326 {
1210 op->stats.maxgrace = 1; 1327 op->stats.maxgrace = 1;
1328 }
1211 } else { 1329 else
1330 {
1212 /* store grace in a float - this way, the divisions below don't create 1331 /* 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 1332 * 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 1333 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1334 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1335 */
1217 sp_tmp=0.0; 1336 sp_tmp = 0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 {
1219 float grace_tmp=0.0; 1339 float grace_tmp = 0.0;
1220 1340
1221 /* Got some extra bonus at first level */ 1341 /* Got some extra bonus at first level */
1222 if(i<2) { 1342 if (i < 2)
1343 {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1225 } else {
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 } 1346 }
1347 else
1348 {
1349 grace_tmp = (float) op->contr->levgrace[i]
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1231 sp_tmp+=grace_tmp; 1354 sp_tmp += grace_tmp;
1232 } 1355 }
1233 op->stats.maxgrace=(int)sp_tmp; 1356 op->stats.maxgrace = (int) sp_tmp;
1234 1357
1235 /* two grace points per level after 11 */ 1358 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1359 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1360 op->stats.maxgrace += 2;
1238 } 1361 }
1239 /* No limit on grace vs maxgrace */ 1362 /* No limit on grace vs maxgrace */
1240 1363
1241 if(op->contr->braced) { 1364 if (op->contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1365 {
1366 ac += 2;
1367 wc += 4;
1368 }
1245 else 1369 else
1246 ac-=dex_bonus[op->stats.Dex]; 1370 ac -= dex_bonus[op->stats.Dex];
1247 1371
1248 /* In new exp/skills system, wc bonuses are related to 1372 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1373 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1374 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1375 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1376 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1377 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1378 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1379 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1380 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1381 * monster bonus the same as before. -b.t.
1258 */ 1382 */
1259 1383
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1385 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) { 1387 for (i = 1; i < wc_obj->level; i++)
1388 {
1263 /* addtional wc every 6 levels */ 1389 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1390 if (!(i % 6))
1391 wc--;
1265 /* addtional dam every 4 levels. */ 1392 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1268 } 1395 }
1396 }
1269 } else 1397 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1398 wc -= (op->level + thaco_bonus[op->stats.Str]);
1271 1399
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1400 op->stats.dam += dam_bonus[op->stats.Str];
1273 1401
1274 if(op->stats.dam<1) 1402 if (op->stats.dam < 1)
1275 op->stats.dam=1; 1403 op->stats.dam = 1;
1276 1404
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1405 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0]) 1406 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1; 1407 op->speed -= 1;
1280 if (op->attacktype==0) 1408 if (op->attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1409 op->attacktype = op->arch->clone.attacktype;
1282 1410
1283 } /* End if player */ 1411 } /* End if player */
1284 1412
1285 if(added_speed>=0) 1413 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1414 op->speed += added_speed / 10.0;
1287 else /* Something wrong here...: */ 1415 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1416 op->speed /= (float) (1.0 - added_speed);
1289 1417
1290 /* Max is determined by armour */ 1418 /* Max is determined by armour */
1291 if(op->speed>max) 1419 if (op->speed > max)
1292 op->speed=max; 1420 op->speed = max;
1293 1421
1294 if(op->type == PLAYER) { 1422 if (op->type == PLAYER)
1423 {
1295 /* f is a number the represents the number of kg above (positive num) 1424 /* 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 1425 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1426 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1427 * much above he is, and what is max carry is
1299 */ 1428 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1429 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1430 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1302 } 1432 }
1303 1433
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1305 1435
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1436 /* 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. 1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1438 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1439 op->speed = op->speed * speed_reduce_from_disease;
1310 1440
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1441 if (op->speed < 0.01 && op->type == PLAYER)
1442 op->speed = 0.01;
1312 1443
1313 if(op->type == PLAYER) { 1444 if (op->type == PLAYER)
1445 {
1314 float M,W,s,D,K,S,M2; 1446 float M, W, s, D, K, S, M2;
1315 1447
1316 /* (This formula was made by vidarl@ifi.uio.no) 1448 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1449 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1450 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1451 * that would just be a real pain to read.
1320 */ 1452 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1453 M = (max_carry[op->stats.Str] - 121) / 121.0;
1322 M2=max_carry[op->stats.Str]/100.0; 1454 M2 = max_carry[op->stats.Str] / 100.0;
1323 W=weapon_weight/20000.0; 1455 W = weapon_weight / 20000.0;
1324 s=2-weapon_speed/10.0; 1456 s = 2 - weapon_speed / 10.0;
1325 D=(op->stats.Dex-14)/14.0; 1457 D = (op->stats.Dex - 14) / 14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1328 if(K<=0) K=0.01; 1460 if (K <= 0)
1461 K = 0.01;
1329 S=op->speed/(K*s); 1462 S = op->speed / (K * s);
1330 op->contr->weapon_sp=S; 1463 op->contr->weapon_sp = S;
1331 } 1464 }
1332 /* I want to limit the power of small monsters with big weapons: */ 1465 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3) 1467 op->stats.dam = op->arch->clone.stats.dam * 3;
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336 1468
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1469 /* 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, 1470 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1471 * so its value is the same.
1340 */ 1472 */
1341 if (wc>120) wc=120; 1473 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1343 op->stats.wc=wc; 1477 op->stats.wc = wc;
1344 1478
1345 if (ac>120) ac=120; 1479 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1347 op->stats.ac=ac; 1483 op->stats.ac = ac;
1348 1484
1349 /* if for some reason the creature doesn't have any move type, 1485 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1486 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1487 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1488 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1489 * one or the other.
1354 */ 1490 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1491 if (op->move_type == 0)
1492 op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK;
1357 1495
1358 update_ob_speed(op); 1496 update_ob_speed (op);
1359 1497
1360 /* It is quite possible that a player's spell costing might have changed, 1498 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1499 * so we will check that now.
1362 */ 1500 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1501 if (op->type == PLAYER)
1502 esrv_update_spells (op->contr);
1364} 1503}
1365 1504
1366/* 1505/*
1367 * Returns true if the given player is a legal class. 1506 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1507 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1508 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1509 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1510 * false otherwise.
1372 */ 1511 */
1373 1512
1513int
1374int allowed_class(const object *op) { 1514allowed_class (const object *op)
1515{
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1377 op->stats.Cha>0;
1378} 1518}
1379 1519
1380/* 1520/*
1381 * set the new dragon name after gaining levels or 1521 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1522 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1525 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1526 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1527 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1528 * Please, anyone, write support for 'ext_title'.
1389 */ 1529 */
1530void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1531set_dragon_name (object *pl, const object *abil, const object *skin)
1532{
1391 int atnr=-1; /* attacknumber of highest level */ 1533 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1534 int level = 0; /* highest level */
1393 int i; 1535 int i;
1394 1536
1395 /* Perhaps do something more clever? */ 1537 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1538 if (!abil || !skin)
1397 1539 return;
1540
1398 /* first, look for the highest level */ 1541 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1542 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1543 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1544 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1545 {
1402 level = abil->resist[i]; 1546 level = abil->resist[i];
1403 atnr = i; 1547 atnr = i;
1404 } 1548 }
1405 } 1549 }
1406 1550
1407 /* now if there are equals at highest level, pick the one with focus, 1551 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1552 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1553 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; 1554 atnr = abil->stats.exp;
1412 1555
1413 level = (int)(level/5.); 1556 level = (int) (level / 5.);
1414 1557
1415 /* now set the new title */ 1558 /* now set the new title */
1416 if (pl->contr != NULL) { 1559 if (pl->contr != NULL)
1560 {
1417 if(level == 0) 1561 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1563 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1565 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1567 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1568 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 1569 else
1570 {
1571 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1576 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1578 }
1434 } 1579 }
1435 1580
1436 strcpy(pl->contr->own_title, ""); 1581 strcpy (pl->contr->own_title, "");
1437} 1582}
1438 1583
1439/* 1584/*
1440 * This function is called when a dragon-player gains 1585 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1586 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1587 * or change the ability-focus.
1443 */ 1588 */
1589void
1444void dragon_level_gain(object *who) { 1590dragon_level_gain (object *who)
1591{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1592 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1593 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1594 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1595 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1596
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1597 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1599 {
1452 if (tmp->type == FORCE) { 1600 if (tmp->type == FORCE)
1601 {
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1454 abil = tmp; 1603 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1456 skin = tmp; 1605 skin = tmp;
1457 } 1606 }
1458 } 1607 }
1459 /* if the force is missing -> bail out */ 1608 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1609 if (abil == NULL)
1461 1610 return;
1611
1462 /* The ability_force keeps track of maximum level ever achieved. 1612 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1613 * New abilties can only be gained by surpassing this max level
1464 */ 1614 */
1465 if (who->level > abil->level) { 1615 if (who->level > abil->level)
1616 {
1466 /* increase our focused ability */ 1617 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1618 abil->resist[abil->stats.exp]++;
1468
1469 1619
1620
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1621 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1622 {
1471 /* time to hand out a new ability-gift */ 1623 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1624 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1625 }
1475 1626
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1627 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1628 {
1477 /* apply new ability focus */ 1629 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1630 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); 1631 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1632
1482 abil->stats.exp = abil->last_eat; 1633 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1634 abil->last_eat = 0;
1484 } 1635 }
1485 1636
1486 abil->level = who->level; 1637 abil->level = who->level;
1487 } 1638 }
1488 1639
1489 /* last but not least, set the new title for the dragon */ 1640 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1641 set_dragon_name (who, abil, skin);
1491} 1642}
1492 1643
1493/* Handy function - given the skill name skill_name, we find the skill 1644/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1645 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1646 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1647 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1648 * want to do something with it immediately.
1498 */ 1649 */
1650object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1651give_skill_by_name (object *op, const char *skill_name)
1500{ 1652{
1501 object *skill_obj; 1653 object *skill_obj;
1502 1654
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1656 if (!skill_obj)
1657 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1659 return NULL;
1507 } 1660 }
1508 /* clear the flag - exp goes into this bucket, but player 1661 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1662 * still doesn't know it.
1510 */ 1663 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1665 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1666 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1667 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1668 if (op->contr)
1669 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1671 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1518 } 1672 }
1519 return skill_obj; 1673 return skill_obj;
1520} 1674}
1521 1675
1522 1676
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1677/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1678 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1679 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1680 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1681 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1682 * (eg, skill)
1529 */ 1683 */
1684void
1530void player_lvl_adj(object *who, object *op) { 1685player_lvl_adj (object *who, object *op)
1686{
1531 char buf[MAX_BUF]; 1687 char buf[MAX_BUF];
1532 1688
1533 if(!op) /* when rolling stats */ 1689 if (!op) /* when rolling stats */
1534 op = who; 1690 op = who;
1535 1691
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 {
1537 op->level++; 1694 op->level++;
1538 1695
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1697 dragon_level_gain (who);
1541 1698
1542 /* Only roll these if it is the player (who) that gained the level */ 1699 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1700 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1702 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); 1703 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; 1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1705 }
1548 1706
1549 fix_player(who); 1707 fix_player (who);
1550 if(op->level>1) { 1708 if (op->level > 1)
1709 {
1551 if (op->type!=PLAYER) 1710 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else
1713 sprintf (buf, "You are now level %d.", op->level);
1714 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 {
1721 op->level--;
1722 fix_player (who);
1723 if (op->type != PLAYER)
1564 } 1724 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1728 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1729 }
1567 /* check if the spell data has changed */ 1730 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr); 1731 esrv_update_spells (who->contr);
1569} 1732}
1570 1733
1571/* 1734/*
1572 * Returns how much experience is needed for a player to become 1735 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1736 * the given level. level should really never exceed max_level
1574 */ 1737 */
1575 1738
1739sint64
1576sint64 level_exp(int level,double expmul) { 1740level_exp (int level, double expmul)
1741{
1577 if (level > settings.max_level) 1742 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1743 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]); 1744 return (sint64) (expmul * levels[level]);
1580} 1745}
1581 1746
1582/* 1747/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1748 * 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 1749 * 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 1750 * 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, 1751 * 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. 1752 * this can now work on a much larger set of objects.
1588 */ 1753 */
1754void
1589void calc_perm_exp(object *op) 1755calc_perm_exp (object *op)
1590{ 1756{
1591 int p_exp_min; 1757 int p_exp_min;
1592 1758
1593 /* Ensure that our permanent experience minimum is met. 1759 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1760 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1761 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1762 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1763
1598 if (op->perm_exp < p_exp_min) 1764 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1765 op->perm_exp = p_exp_min;
1600 1766
1601 /* Cap permanent experience. */ 1767 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1768 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1769 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1771 op->perm_exp = MAX_EXPERIENCE;
1606} 1772}
1607 1773
1608 1774
1609/* Add experience to a player - exp should only be positive. 1775/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1776 * Updates permanent exp for the skill we are adding to.
1612 * NULL, in which case exp increases the players general 1778 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1779 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1780 * flag is what to do if the player doesn't have the skill:
1615 */ 1781 */
1616 1782
1783static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1785{
1619 object *skill_obj=NULL; 1786 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1787 sint64 limit, exp_to_add;
1621 int i; 1788 int i;
1622 1789
1623 /* prevents some forms of abuse. */ 1790 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1791 if (op->contr->braced)
1792 exp = exp / 5;
1625 1793
1626 /* Try to find the matching skill. 1794 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1795 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1796 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1797 * the players inventory.
1630 */ 1798 */
1631 if (skill_name) { 1799 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1800 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1802 skill_obj = op->chosen_skill;
1635 else { 1803 else
1804 {
1636 for (i=0; i<NUM_SKILLS; i++) 1805 for (i = 0; i < NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1808 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1809 break;
1641 } 1810 }
1642 1811
1643 /* Player doesn't have the skill. Check to see what to do, and give 1812 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1813 * it to the player if necessary
1645 */ 1814 */
1646 if (!skill_obj) { 1815 if (!skill_obj)
1816 {
1647 if (flag == SK_EXP_NONE) return; 1817 if (flag == SK_EXP_NONE)
1818 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1819 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1820 give_skill_by_name (op, skill_name);
1650 } 1821 }
1651 } 1822 }
1652 } 1823 }
1653 1824
1825 if (flag != SK_EXP_SKILL_ONLY)
1826 {
1654 /* Basically, you can never gain more experience in one shot 1827 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1828 * than half what you need to gain for next level.
1656 */ 1829 */
1657 exp_to_add = exp; 1830 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1831 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1832 if (exp_to_add > limit)
1833 exp_to_add = limit;
1660 1834
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1835 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1836 if (settings.permanent_exp_ratio)
1837 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1838 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); 1839 calc_perm_exp (op);
1665 } 1840 }
1666 1841
1667 player_lvl_adj(op,NULL); 1842 player_lvl_adj (op, NULL);
1843 }
1844
1668 if (skill_obj) { 1845 if (skill_obj)
1846 {
1669 exp_to_add = exp; 1847 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1848 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1849 if (exp_to_add > limit)
1850 exp_to_add = limit;
1851
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1852 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1853 if (settings.permanent_exp_ratio)
1854 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1855 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1856 calc_perm_exp (skill_obj);
1676 } 1857 }
1858
1677 player_lvl_adj(op,skill_obj); 1859 player_lvl_adj (op, skill_obj);
1678 } 1860 }
1679} 1861}
1680 1862
1681/* This function checks to make sure that object 'op' can 1863/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1864 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1866 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1867 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1868 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1869 * amount that should get subtract from the player.
1688 */ 1870 */
1871sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1872check_exp_loss (const object *op, sint64 exp)
1690{ 1873{
1691 sint64 del_exp; 1874 sint64 del_exp;
1692 1875
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1876 if (exp > op->stats.exp)
1877 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1878 if (settings.permanent_exp_ratio)
1879 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1881 if (del_exp < 0)
1882 del_exp = 0;
1697 if (exp > del_exp) exp=del_exp; 1883 if (exp > del_exp)
1884 exp = del_exp;
1698 } 1885 }
1699 return exp; 1886 return exp;
1700} 1887}
1701 1888
1889sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1890check_exp_adjust (const object *op, sint64 exp)
1703{ 1891{
1892 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1893 return check_exp_loss (op, exp);
1894 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1896}
1707 1897
1708 1898
1709/* Subtracts experience from player. 1899/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1900 * 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 1906 * 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. 1907 * 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 1908 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1909 * a postive number.
1720 */ 1910 */
1911static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1912subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1913{
1723 float fraction = (float) exp/(float) op->stats.exp; 1914 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1915 object *tmp;
1725 sint64 del_exp; 1916 sint64 del_exp;
1726 1917
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1918 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1919 if (tmp->type == SKILL && tmp->stats.exp)
1920 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1922 {
1730 del_exp = check_exp_loss(tmp, exp); 1923 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1924 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1925 player_lvl_adj (op, tmp);
1926 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1927 else if (flag != SK_SUBTRACT_SKILL_EXP)
1928 {
1734 /* only want to process other skills if we are not trying 1929 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1930 * to match a specific skill.
1736 */ 1931 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1933 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1934 player_lvl_adj (op, tmp);
1740 } 1935 }
1741 } 1936 }
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1937 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 {
1743 del_exp = check_exp_loss(op, exp); 1939 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1940 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1941 player_lvl_adj (op, NULL);
1746 } 1942 }
1747} 1943}
1748 1944
1749 1945
1750 1946
1755 * it is assumed the caller has modified the exp as needed. 1951 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1952 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1953 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1954 * these last two values are only used for players.
1759 */ 1955 */
1760 1956
1957void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1958change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{
1762 1960
1763#ifdef EXP_DEBUG 1961#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); 1962 LOG (llevDebug, "change_exp() called for %s, exp = %" I64_PFd "\n", query_name (op), exp);
1768#endif 1963#endif
1769#endif
1770 1964
1771 /* safety */ 1965 /* safety */
1772 if(!op) { 1966 if (!op)
1967 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1968 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1969 return;
1775 } 1970 }
1776 1971
1777 /* if no change in exp, just return - most of the below code 1972 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1973 * won't do anything if the value is 0 anyways.
1779 */ 1974 */
1780 if (exp == 0) return; 1975 if (exp == 0)
1976 return;
1781 1977
1782 /* Monsters are easy - we just adjust their exp - we 1978 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1979 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1980 * the exp they have - the monsters exp represents what its
1785 * worth. 1981 * worth.
1786 */ 1982 */
1787 if(op->type != PLAYER) { 1983 if (op->type != PLAYER)
1984 {
1788 /* Sanity check */ 1985 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1986 if (!QUERY_FLAG (op, FLAG_ALIVE))
1987 return;
1790 1988
1791 /* reset exp to max allowed value. We subtract from 1989 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1990 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1991 * more than max exp, just return.
1992 */
1993 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1994 {
1995 exp = MAX_EXPERIENCE - op->stats.exp;
1996 if (exp < 0)
1997 return;
1998 }
1999
2000 op->stats.exp += exp;
2001 }
2002 else
2003 { /* Players only */
2004 if (exp > 0)
2005 add_player_exp (op, exp, skill_name, flag);
2006 else
2007 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that
2009 * along.
1794 */ 2010 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 2011 subtract_player_exp (op, FABS (exp), skill_name, flag);
1811 2012
1812 } 2013 }
1813} 2014}
1814 2015
1815/* Applies a death penalty experience, the size of this is defined by the 2016/* 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 2017 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 2018 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 2019 */
1819 2020
2021void
1820void apply_death_exp_penalty(object *op) { 2022apply_death_exp_penalty (object *op)
2023{
1821 object *tmp; 2024 object *tmp;
1822 sint64 loss; 2025 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 2028
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 2030 if (tmp->type == SKILL && tmp->stats.exp)
2031 {
1828 2032
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2033 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)]; 2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 2035
1832 /* With the revised exp system, you can get cases where 2036 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 2037 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 2038 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 2039 * tables is a lot harder.
1836 */ 2040 */
1837 if (level_loss < 0) level_loss = 0; 2041 if (level_loss < 0)
2042 level_loss = 0;
1838 2043
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 2045
1841 tmp->stats.exp -= loss; 2046 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 2047 player_lvl_adj (op, tmp);
1843 } 2048 }
1844 2049
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2050 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)]; 2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 2052 if (level_loss < 0)
2053 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 2055
1850 op->stats.exp -= loss; 2056 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 2057 player_lvl_adj (op, NULL);
1852} 2058}
1853 2059
1854/* This function takes an object (monster/player, op), and 2060/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 2061 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 2062 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 2063 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 2064 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 2065 * Returns 1 if op makes his save, 0 if he failed
1860 */ 2066 */
2067int
1861int did_make_save(const object *op, int level, int bonus) 2068did_make_save (const object *op, int level, int bonus)
1862{ 2069{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2070 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL;
1864 2072
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 2074 return 0;
2075 return 1;
1868} 2076}
1869

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