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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 1.66 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 236
276/* 237/*
277 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 239 * is added to the specified stat.
279 */ 240 */
280
281void 241void
282change_attr_value(living *stats,int attr,sint8 value) { 242change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 243{
284 switch(attr) { 244 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 245}
335 246
336/* 247/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 249 * 1-30 stat limit.
339 */ 250 */
340 251void
341void check_stat_bounds(living *stats) { 252check_stat_bounds (living *stats)
342 int i,v; 253{
343 for(i=0;i<NUM_STATS;i++) 254 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 255 {
345 set_attr_value(stats,i,MAX_STAT); 256 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 258 }
348} 259}
349 260
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 262
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 266 */
356#define DIFF_MSG(flag, msg1, msg2) \ 267#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 269
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271
360/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 273 * the object.
362 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 275 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 278 * 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 279 * 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 280 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 281 * that gives them that ability.
370 */ 282 */
283int
371int change_abil(object *op, object *tmp) { 284change_abil (object *op, object *tmp)
285{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 287 char message[MAX_BUF];
375 int potion_max=0; 288 int potion_max = 0;
376 289
377 /* remember what object was like before it was changed. note that 290 /* 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 291 * 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 292 * found by update_stats. refop is not a real object
380 */ 293 */
381 memcpy(&refop, op, sizeof(object)); 294 object_copy refop = *op;
382 295
383 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
384 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
385 potion_max=1; 300 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 302 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 304 int i = tmp->stats.stat (j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
403 } 323 }
404 if (nstat != ostat) { 324 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 325 {
326 /* potion is useless - player has already hit the natural maximum */
406 potion_max=0; 327 potion_max = 1;
407 } 328 }
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1;
411 } 329 }
412 } 330
413 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 333 * recalculates this anyway.
416 */ 334 */
417 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
419 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 339 } /* end of potion handling code */
421 } 340 }
422 341
423 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 343 * everything to set
425 */ 344 */
426 if(flag == -1) { 345 if (flag == -1)
346 {
427 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 352 * and not the other move_ fields.
433 */ 353 */
434 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
435 } 355 }
436 356
437 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
440 */ 360 */
441 fix_player(op); 361 op->update_stats ();
442 362
443 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 364 * print out message if this is a bow.
445 */ 365 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
447 success=1; 368 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 370 }
371
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
373 {
452 success=1; 374 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 376 }
377
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
379 {
457 success=1; 380 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 382 }
383
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
385 {
462 success=1; 386 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 388 }
389
466 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 394 * from fly high)
471 */ 395 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != refop.move_type)
397 {
473 success=1; 398 success = 1;
474 399
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
477 */ 402 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 406 }
481 407
482 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
483 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 411 * in that case, you don't actually land
485 */ 412 */
486 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (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 } 415 }
416
490 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 419
493 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 421 check_move_on (op, op);
495 } 422 }
496 423
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 425 * originally undead may change their status
499 */ 426 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 {
502 success=1; 430 success = 1;
503 if(flag>0) { 431 if (flag > 0)
504 if(op->race) free_string(op->race); 432 {
505 op->race=add_string("undead"); 433 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
507 } else { 436 else
508 if(op->race) free_string(op->race); 437 {
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race); 438 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
514 } 440 }
515 } 441 }
516 442
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
444 {
518 success=1; 445 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 447 }
448
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
450 {
522 success=1; 451 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 453 }
454
525 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 456 * vision
527 */ 457 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
459 {
529 success=1; 460 success = 1;
530 if(flag>0) { 461 if (flag > 0)
462 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 463 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 465 else
466 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 469 if (op->type == PLAYER)
537 op->contr->do_los=1; 470 op->contr->do_los = 1;
471 }
538 } 472 }
539 } else { 473 else
474 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 475 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
542 else { 477 else
478 {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
545 if(op->type==PLAYER) 481 if (op->type == PLAYER)
546 op->contr->do_los=1; 482 op->contr->do_los = 1;
547 }
548 } 483 }
484 }
549 } 485 }
550 486
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
488 {
552 success=1; 489 success = 1;
553 if(op->type==PLAYER) 490 if (op->type == PLAYER)
554 op->contr->do_los=1; 491 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 493 }
557 494
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
496 {
559 success=1; 497 success = 1;
560 if(flag>0) { 498 if (flag > 0)
499 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 500 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 502 else
503 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 505 if (op->type == PLAYER)
566 op->contr->do_los=1; 506 op->contr->do_los = 1;
507 }
567 } 508 }
568 } else { 509 else
510 {
569 if(QUERY_FLAG(op,FLAG_WIZ)) 511 if (QUERY_FLAG (op, FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 513 else
514 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 516 if (op->type == PLAYER)
574 op->contr->do_los=1; 517 op->contr->do_los = 1;
575 }
576 } 518 }
519 }
577 } 520 }
578 521
579 if(tmp->stats.luck) { 522 if (tmp->stats.luck)
523 {
580 success=1; 524 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 526 }
583 527
584 if(tmp->stats.hp && op->type==PLAYER) { 528 if (tmp->stats.hp && op->type == PLAYER)
529 {
585 success=1; 530 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!");
588 } 532 }
589 533
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
591 success=1; 536 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
593 "You suddenly feel very mundane.");
594 } 538 }
595 539
596 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 541 if (tmp->stats.grace && op->type == PLAYER)
542 {
598 success=1; 543 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy.");
601 } 545 }
602 546
603 if(tmp->stats.food && op->type==PLAYER) { 547 if (tmp->stats.food && op->type == PLAYER)
548 {
604 success=1; 549 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
606 "You feel your digestion speeding up.");
607 } 551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
613 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist[i] != refop.resist[i])
560 {
614 success=1; 561 success = 1;
615 if (op->resist[i] > refop.resist[i]) 562 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
617 change_resist_msg[i], op->resist[i]);
618 else 564 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
620 change_resist_msg[i], op->resist[i]); 566
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 }
569 }
570
571 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++)
623 } 574 {
624 } 575 if (int i = tmp->stats.stat (j))
625 576 {
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; 577 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 }
632 } 579 }
580 }
633 } 581 }
582
634 return success; 583 return success;
635} 584}
636 585
637/* 586/*
638 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 589 */
641 590void
642void drain_stat(object *op) { 591object::drain_stat ()
592{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
644} 594}
645 595
596void
646void drain_specific_stat(object *op, int deplete_stats) { 597object::drain_specific_stat (int deplete_stats)
598{
647 object *tmp; 599 object *tmp;
648 archetype *at; 600 archetype *at;
649 601
650 at = find_archetype(ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 603 if (!at)
604 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 606 return;
607 }
654 } else { 608 else
609 {
655 tmp = present_arch_in_ob(at, op); 610 tmp = present_arch_in_ob (at, this);
611
656 if (!tmp) { 612 if (!tmp)
613 {
657 tmp = arch_to_object(at); 614 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
660 } 617 }
661 } 618 }
662 619
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 622 update_stats ();
666} 623}
667 624
668/* 625/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 627 * via an applied bad_luck object.
671 */ 628 */
672 629void
673void change_luck(object *op, int value) { 630object::change_luck (int value)
674 object *tmp; 631{
675 archetype *at; 632 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 633 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 635 else
636 {
682 tmp = present_arch_in_ob(at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
683 if (!tmp) { 639 if (!tmp)
640 {
641 if (!value)
642 return;
643
644 tmp = arch_to_object (at);
645 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED);
647 }
648
684 if (!value) 649 if (value)
685 return; 650 {
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 651 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 653 * in op itself).
694 */ 654 */
695 new_luck = tmp->stats.luck+value; 655 int new_luck = tmp->stats.luck + value;
656
696 if (new_luck >= -100 && new_luck <= 100) { 657 if (new_luck >= -100 && new_luck <= 100)
658 {
697 op->stats.luck+=value; 659 stats.luck += value;
698 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
661 }
699 } 662 }
700 } else { 663 else
664 {
701 if (!tmp->stats.luck) { 665 if (!tmp->stats.luck)
702 return; 666 return;
703 } 667
704 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
706 */ 670 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 {
708 int diff = tmp->stats.luck>0?-1:1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
674
709 op->stats.luck += diff; 675 stats.luck += diff;
710 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
677 }
711 } 678 }
712 }
713 } 679 }
714} 680}
715 681
716/* 682/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 684 */
719 685void
720void remove_statbonus(object *op) { 686object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 687{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 688 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 689 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 690 sint8 v = arch->clone.stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 691 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 692 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 693 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 694}
736 695
737/* 696/*
738 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 698 */
740 699void
741void add_statbonus(object *op) { 700object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 701{
743 op->stats.Dex += op->arch->clone.stats.Dex; 702 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 703 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 704 sint8 v = arch->clone.stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 705 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 706 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 707 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 708}
757 709
758/* 710/*
759 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
764 */ 716 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
767 */ 719 */
768 720void
769void fix_player(object *op) { 721object::update_stats ()
722{
770 int i,j; 723 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 724 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; 725 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
777 730
778 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 732 if (type == PLAYER)
733 {
780 for(i=0;i<NUM_STATS;i++) { 734 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
782 } 736
783 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 738 contr->encumbrance = 0;
785 739
786 op->attacktype=0; 740 attacktype = 0;
741
787 op->contr->digestion = 0; 742 contr->digestion = 0;
788 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 747 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 748 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 749
805 if(op->slaying!=NULL) { 750 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 751 slot[i].used = slot[i].info;
807 op->slaying=NULL; 752
808 } 753 slaying = 0;
754
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 755 if (!QUERY_FLAG (this, FLAG_WIZ))
756 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 759 }
813 760
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
826 op->path_attuned=op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
831 op->chosen_skill = NULL; 776 chosen_skill = 0;
832 777
833 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
834 * archetype clone 779 * archetype clone
835 */ 780 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 782
838 for (i=0;i<NROFATTACKS;i++) { 783 for (i = 0; i < NROFATTACKS; i++)
784 {
839 if (op->resist[i] > 0) 785 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 786 prot[i] = resist[i], vuln[i] = 0;
841 else 787 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
843 potion_resist[i]=0; 790 potion_resist[i] = 0;
844 } 791 }
845 792
846 wc=op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
848 795
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * 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, 799 * 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 800 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 801 * that their protection from physical goes down
855 */ 802 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 807 }
860 else 808 else
861 ac=op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
862 810
863 op->stats.luck=op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
865 813
866 /* OK - we've reset most all the objects attributes to sane values. 814 /* 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. 815 * now go through and make adjustments for what the player has equipped.
868 */ 816 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 817 for (tmp = inv; tmp; tmp = tmp->below)
871 /* See note in map.c:update_position about making this additive 818 {
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion 819 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 820 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 821 * then calls this function.
879 */ 822 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
882 } 828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
883 831
884 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 833 if (tmp->type == SKILL)
834 {
886 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 836 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 837 {
838 if (!mana_obj)
839 mana_obj = tmp;
840 else if (tmp->level > mana_obj->level)
841 mana_obj = tmp;
842 }
843
891 if (IS_GRACE_SKILL(tmp->subtype)) { 844 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 } 845 {
846 if (!grace_obj)
847 grace_obj = tmp;
848 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp;
895 } 850 }
851 }
896 852
897 /* Container objects are not meant to adjust a players, but other applied 853 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 854 * objects need to make adjustments.
899 * This block should handle all player specific changes 855 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 856 * 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. 857 * 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, 858 * 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 859 * because the skill shouldn't count against body positions being used
904 * up, etc. 860 * up, etc.
905 */ 861 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING))
867 {
868 if (type == PLAYER)
869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 if(op->type==PLAYER) { 873 && !tmp->flag [FLAG_CURSED]
909 if (tmp->type == BOW) 874 && !tmp->flag [FLAG_DAMNED])
910 op->contr->ranges[range_bow] = tmp; 875 continue;
911 876
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++) 877 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
917 879
918 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
921 */ 883 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
929 (tmp->type == SKILL)) { 891 tmp->type == SKILL)
892 {
930 op->contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 897 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 898 contr->item_power += tmp->item_power;
936 } 899 }
937 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
938 906
939 /* Update slots used for items */ 907 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
911
912 if (tmp->type == SYMPTOM)
943 } 913 {
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 924 */
955 if (tmp->type != POTION) { 925 if (tmp->type != POTION)
926 {
956 for (i=0; i<NROFATTACKS; i++) { 927 for (i = 0; i < NROFATTACKS; i++)
928 {
957 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
959 */ 931 */
960 if (tmp->type==POTION_EFFECT) { 932 if (tmp->type == POTION_EFFECT)
933 {
961 if (potion_resist[i]) 934 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 936 else
964 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
965 } 938 }
966 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 943 }
971 } 944 }
972 945
973 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
975 op->attacktype|=tmp->attacktype; 949 attacktype |= tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 952 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type; 953 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck;
955 }
982 956
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 964
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
993 967
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 } 969 {
970 SET_FLAG (this, FLAG_MAKE_INVIS);
971 invisible = 1;
972 }
998 973
999 if(tmp->stats.exp && tmp->type!=SKILL) { 974 if (tmp->stats.exp && tmp->type != SKILL)
975 {
1000 if(tmp->stats.exp > 0) { 976 if (tmp->stats.exp > 0)
977 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 978 added_speed += tmp->stats.exp / 3.f;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
980 }
1003 } else 981 else
1004 added_speed+=(float)tmp->stats.exp; 982 added_speed += tmp->stats.exp;
983 }
984
985 switch (tmp->type)
1005 } 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
1006 995
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1010 case SKILL: 998 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1001 break;
1012 1002
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) { 1003 if (chosen_skill)
1004 {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1017 } 1011 }
1012 else
1018 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1014
1015 if (tmp->stats.dam > 0)
1016 { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1020 if (weapon_speed < 0)
1022 if(weapon_speed<0) weapon_speed = 0; 1021 weapon_speed = 0;
1022
1023 weapon_weight=tmp->weight; 1023 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1026 if (tmp->magic)
1025 if(tmp->magic) op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1026 } 1028 }
1029
1027 if(tmp->stats.wc) 1030 if (tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1029 1032
1030 if(tmp->slaying!=NULL) { 1033 if (tmp->slaying)
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying); 1034 slaying = tmp->slaying;
1034 }
1035 1035
1036 if(tmp->stats.ac) 1036 if (tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER) 1041 }
1041 op->contr->ranges[range_skill] = op; 1042
1042 break; 1043 break;
1043 1044
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD: 1045 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1048 case RING:
1057 case AMULET: 1049 case AMULET:
1058 case GIRDLE: 1050 case GIRDLE:
1059 case HELMET: 1051 case HELMET:
1060 case BOOTS: 1052 case BOOTS:
1061 case GLOVES: 1053 case GLOVES:
1062 case CLOAK: 1054 case CLOAK:
1063 if(tmp->stats.wc) 1055 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1057
1065 if(tmp->stats.dam) 1058 if (tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1067 if(tmp->stats.ac) 1061 if (tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1063
1069 break; 1064 break;
1070 1065
1066 case BOW:
1071 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1072 wc-=(tmp->stats.wc+tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1074
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1076 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1078 if(weapon_speed<0) weapon_speed=0; 1079 if (weapon_speed < 0)
1079 if(tmp->slaying!=NULL) { 1080 weapon_speed = 0;
1080 if (op->slaying != NULL) 1081
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying); 1082 slaying = tmp->slaying;
1083 } 1083
1084 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1086 * go. 1086 * go.
1087 */ 1087 */
1088 op->current_weapon = tmp; 1088
1089 if (type == PLAYER)
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1090 if (settings.spell_encumbrance)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1091 contr->encumbrance += tmp->weight * 3 / 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 } 1092 }
1106 if(tmp->stats.ac) { 1093
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; 1094 break;
1095
1096 case ARMOUR: /* Only the best of these three are used: */
1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 contr->encumbrance += tmp->weight / 1000;
1099
1100 case BRACERS:
1101 case FORCE:
1102 if (tmp->stats.wc)
1103 {
1104 if (best_wc < tmp->stats.wc + tmp->magic)
1105 {
1106 wc += best_wc;
1107 best_wc = tmp->stats.wc + tmp->magic;
1108 }
1109 else
1110 wc += tmp->stats.wc + tmp->magic;
1111 }
1112
1113 if (tmp->stats.ac)
1114 {
1115 if (best_ac < tmp->stats.ac + tmp->magic)
1116 {
1117 ac += best_ac; /* Remove last bonus */
1118 best_ac = tmp->stats.ac + tmp->magic;
1119 }
1120 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic;
1122 }
1123
1124 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1127 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1133 break;
1119 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1120 } /* item is equipped */ 1135 } /* item is equipped */
1121 } /* for loop of items */ 1136 } /* for loop of items */
1122 1137
1123 /* We've gone through all the objects the player has equipped. For many things, we 1138 /* 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. 1139 * have generated intermediate values which we now need to assign.
1125 */ 1140 */
1126 1141
1127 /* 'total resistance = total protections - total vulnerabilities'. 1142 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1143 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1144 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1147 */
1133 for (i=0; i<NROFATTACKS; i++) { 1148 for (i = 0; i < NROFATTACKS; i++)
1149 {
1134 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1138 } 1154 }
1139 1155
1140 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1157 if (type == PLAYER)
1158 {
1142 int pl_level; 1159 int pl_level;
1143 1160
1144 check_stat_bounds(&(op->stats)); 1161 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1162 pl_level = level;
1146 1163
1164 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1166
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* 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. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1169 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1155 if (con_bonus[op->stats.Con]>0) 1176 if (con_bonus[stats.Con] > 0)
1156 j++; 1177 j++;
1157 else 1178 else
1158 j--; 1179 j--;
1159 } 1180 }
1181
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1183 }
1162 1184
1163 for(i=11;i<=op->level;i++) 1185 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1186 stats.maxhp += 2;
1165 1187
1166 if(op->stats.hp>op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1168 1190
1169 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1171 */ 1193 */
1172 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1195 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1196 mana_obj = this;
1197
1198 if (!grace_obj)
1199 grace_obj = this;
1200
1175 /* set maxsp */ 1201 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1203 mana_obj = this;
1177 1204
1178 if (mana_obj == op && op->type == PLAYER) { 1205 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1180 } else { 1207 else
1208 {
1181 sp_tmp=0.0; 1209 sp_tmp = 0.f;
1210
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1212 {
1183 float stmp; 1213 float stmp;
1184 1214
1185 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1186 if(i<2) { 1216 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1218 else
1190 stmp=(float)op->contr->levsp[i] 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1220
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0; 1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1195 sp_tmp+=stmp; 1224 sp_tmp += stmp;
1196 } 1225 }
1226
1197 op->stats.maxsp=(int)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1198 1228
1199 for(i=11;i<=mana_obj->level;i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1230 stats.maxsp += 2;
1201 } 1231 }
1232
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1234 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1235 stats.sp = stats.maxsp * 2;
1205 1236
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* 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; 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this;
1208 1240
1209 if (grace_obj == op && op->type == PLAYER) { 1241 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1211 } else { 1243 else
1244 {
1212 /* store grace in a float - this way, the divisions below don't create 1245 /* 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 1246 * 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 1247 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1249 */
1217 sp_tmp=0.0; 1250 sp_tmp = 0.f;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1252 {
1219 float grace_tmp=0.0; 1253 float grace_tmp = 0.f;
1220 1254
1221 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1222 if(i<2) { 1256 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else { 1258 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1227 +((float)grace_bonus[op->stats.Pow] + 1260
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1261 if (grace_tmp < 1.f)
1229 } 1262 grace_tmp = 1.f;
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1263
1231 sp_tmp+=grace_tmp; 1264 sp_tmp += grace_tmp;
1232 } 1265 }
1266
1233 op->stats.maxgrace=(int)sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1234 1268
1235 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1271 stats.maxgrace += 2;
1238 } 1272 }
1273
1239 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1240 1275
1241 if(op->contr->braced) { 1276 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1277 {
1278 ac += 2;
1279 wc += 4;
1280 }
1245 else 1281 else
1246 ac-=dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1247 1283
1248 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1286 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1288 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1289 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1258 */ 1294 */
1295 object *wc_obj = chosen_skill;
1259 1296
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1297 if (contr && wc_obj && wc_obj->level > 1)
1298 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1262 for(i=1;i<wc_obj->level;i++) { 1301 for (i = 1; i < wc_obj->level; i++)
1302 {
1263 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1264 if(!(i%6)) wc--; 1304 if (!(i % 6))
1305 wc--;
1306
1265 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1310 }
1268 } 1311 }
1269 } else 1312 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1271 1314
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1273 1316
1274 if(op->stats.dam<1) 1317 if (stats.dam < 1)
1275 op->stats.dam=1; 1318 stats.dam = 1;
1276 1319
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1278 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1323 speed -= 1;
1324
1280 if (op->attacktype==0) 1325 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1327 } /* End if player */
1282 1328
1283 } /* End if player */
1284
1285 if(added_speed>=0) 1329 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1330 speed += added_speed / 10.f;
1287 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1332 speed /= 1.f - added_speed;
1289 1333
1290 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1291 if(op->speed>max) 1335 if (speed > max)
1292 op->speed=max; 1336 speed = max;
1293 1337
1294 if(op->type == PLAYER) { 1338 if (type == PLAYER)
1339 {
1295 /* f is a number the represents the number of kg above (positive num) 1340 /* 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 1341 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1299 */ 1344 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 } 1348 }
1303 1349
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 1351
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* 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. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1354 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1310 1356
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1357 if (speed < 0.01f && type == PLAYER)
1358 speed = 0.01f;
1312 1359
1313 if(op->type == PLAYER) { 1360 if (type == PLAYER)
1314 float M,W,s,D,K,S,M2; 1361 {
1315
1316 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1320 */ 1366 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 M2=max_carry[op->stats.Str]/100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1323 W=weapon_weight/20000.0; 1369 float W = weapon_weight / 20000.f;
1324 s=2-weapon_speed/10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1325 D=(op->stats.Dex-14)/14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1373
1328 if(K<=0) K=0.01; 1374 K *= (4 + level) * 1.2f / (6 + level);
1329 S=op->speed/(K*s); 1375
1330 op->contr->weapon_sp=S; 1376 if (K <= 0.01f)
1377 K = 0.01f;
1378
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 } 1380 }
1381
1332 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3; 1384 stats.dam = arch->clone.stats.dam * 3;
1336 1385
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344 1388
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1390 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1393 * one or the other.
1354 */ 1394 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1395 if (move_type == 0)
1396 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK;
1357 1399
1358 update_ob_speed(op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1359 1402
1360 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1404 * so we will check that now.
1362 */ 1405 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1364} 1415}
1365 1416
1366/* 1417/*
1367 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1422 * false otherwise.
1372 */ 1423 */
1373 1424int
1374int allowed_class(const object *op) { 1425allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1426{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1427 return op->stats.Dex > 0
1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1433 && op->stats.Cha > 0;
1378} 1434}
1379 1435
1380/* 1436/*
1381 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1441 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1442 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1443 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1444 * Please, anyone, write support for 'ext_title'.
1389 */ 1445 */
1446void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1447set_dragon_name (object *pl, const object *abil, const object *skin)
1448{
1391 int atnr=-1; /* attacknumber of highest level */ 1449 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1450 int level = 0; /* highest level */
1393 int i; 1451 int i;
1394 1452
1395 /* Perhaps do something more clever? */ 1453 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1454 if (!abil || !skin)
1397 1455 return;
1456
1398 /* first, look for the highest level */ 1457 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1458 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1459 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1460 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1461 {
1402 level = abil->resist[i]; 1462 level = abil->resist[i];
1403 atnr = i; 1463 atnr = i;
1404 } 1464 }
1405 } 1465 }
1406 1466
1407 /* now if there are equals at highest level, pick the one with focus, 1467 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1468 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1469 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; 1470 atnr = abil->stats.exp;
1412 1471
1413 level = (int)(level/5.); 1472 level = (int) (level / 5.);
1414 1473
1415 /* now set the new title */ 1474 /* now set the new title */
1416 if (pl->contr != NULL) { 1475 if (pl->contr != NULL)
1476 {
1417 if(level == 0) 1477 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1479 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1481 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1483 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1484 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 1485 else
1486 {
1487 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1492 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1494 }
1434 } 1495 }
1435 1496
1436 strcpy(pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1437} 1498}
1438 1499
1439/* 1500/*
1440 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1503 * or change the ability-focus.
1443 */ 1504 */
1505void
1444void dragon_level_gain(object *who) { 1506dragon_level_gain (object *who)
1507{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1508 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1509 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1512
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1518 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1519 if (tmp->arch->archname == dragon_ability_force)
1454 abil = tmp; 1520 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1521 else if (tmp->arch->archname == dragon_skin_force)
1456 skin = tmp; 1522 skin = tmp;
1457 } 1523
1458 }
1459 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1525 if (abil == NULL)
1461 1526 return;
1527
1462 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1529 * New abilties can only be gained by surpassing this max level
1464 */ 1530 */
1465 if (who->level > abil->level) { 1531 if (who->level > abil->level)
1532 {
1466 /* increase our focused ability */ 1533 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1534 abil->resist[abil->stats.exp]++;
1468
1469 1535
1536
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1537 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538 {
1471 /* time to hand out a new ability-gift */ 1539 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1540 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 } 1541 }
1475 1542
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1543 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544 {
1477 /* apply new ability focus */ 1545 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1546 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); 1547 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1548
1482 abil->stats.exp = abil->last_eat; 1549 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1550 abil->last_eat = 0;
1484 } 1551 }
1485 1552
1486 abil->level = who->level; 1553 abil->level = who->level;
1487 } 1554 }
1488 1555
1489 /* last but not least, set the new title for the dragon */ 1556 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1557 set_dragon_name (who, abil, skin);
1491} 1558}
1492 1559
1493/* Handy function - given the skill name skill_name, we find the skill 1560/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1561 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1562 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1563 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1564 * want to do something with it immediately.
1498 */ 1565 */
1566object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1567give_skill_by_name (object *op, const char *skill_name)
1500{ 1568{
1501 object *skill_obj; 1569 object *skill_obj;
1502 1570
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1572 if (!skill_obj)
1573 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1575 return NULL;
1507 } 1576 }
1577
1508 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1579 * still doesn't know it.
1510 */ 1580 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1583 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1585
1586 if (player *pl = op->contr)
1587 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1589 if (pl->ns)
1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1591 }
1592
1519 return skill_obj; 1593 return skill_obj;
1520} 1594}
1521
1522 1595
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1599 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1600 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1601 * (eg, skill)
1529 */ 1602 */
1603void
1530void player_lvl_adj(object *who, object *op) { 1604player_lvl_adj (object *who, object *op)
1605{
1531 char buf[MAX_BUF]; 1606 char buf[MAX_BUF];
1532 1607
1533 if(!op) /* when rolling stats */ 1608 if (!op) /* when rolling stats */
1534 op = who; 1609 op = who;
1535 1610
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1612 {
1537 op->level++; 1613 op->level++;
1538 1614
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1616 dragon_level_gain (who);
1541 1617
1542 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1620 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1621 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); 1622 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; 1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1624 }
1625
1626 who->update_stats ();
1627 if (op->level > 1)
1547 } 1628 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1629 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); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 else
1632 sprintf (buf, "You are now level %d.", op->level);
1633
1634 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 }
1637
1638 player_lvl_adj (who, op); /* To increase more levels */
1639 }
1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 {
1642 op->level--;
1643 who->update_stats ();
1644
1645 if (op->type != PLAYER)
1564 } 1646 {
1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1652 }
1653
1567 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1655 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1656 esrv_update_spells (who->contr);
1569} 1657}
1570 1658
1571/* 1659/*
1572 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1574 */ 1662 */
1575 1663
1664sint64
1576sint64 level_exp(int level,double expmul) { 1665level_exp (int level, double expmul)
1666{
1577 if (level > settings.max_level) 1667 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1579 return (sint64) (expmul * levels[level]); 1670 return (sint64) (expmul * levels[level]);
1580} 1671}
1581 1672
1582/* 1673/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1674 * 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 1675 * 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 1676 * 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, 1677 * 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. 1678 * this can now work on a much larger set of objects.
1588 */ 1679 */
1680void
1589void calc_perm_exp(object *op) 1681calc_perm_exp (object *op)
1590{ 1682{
1591 int p_exp_min; 1683 int p_exp_min;
1592 1684
1593 /* Ensure that our permanent experience minimum is met. 1685 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1686 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1687 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1688 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1689
1598 if (op->perm_exp < p_exp_min) 1690 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1691 op->perm_exp = p_exp_min;
1600 1692
1601 /* Cap permanent experience. */ 1693 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1694 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1695 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1697 op->perm_exp = MAX_EXPERIENCE;
1606} 1698}
1607
1608 1699
1609/* Add experience to a player - exp should only be positive. 1700/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1701 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1702 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1703 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1704 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1615 */ 1706 */
1616 1707static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1709{
1619 object *skill_obj=NULL; 1710 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1621 int i; 1712 int i;
1622 1713
1623 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1715 if (op->contr->braced)
1716 exp /= 5;
1625 1717
1626 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1721 * the players inventory.
1630 */ 1722 */
1631 if (skill_name) { 1723 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1724 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1725 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1634 skill_obj = op->chosen_skill; 1726 skill_obj = op->chosen_skill;
1635 else { 1727 else
1728 {
1636 for (i=0; i<NUM_SKILLS; i++) 1729 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)) { 1730 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1731 {
1639 skill_obj = op->contr->last_skill_ob[i]; 1732 skill_obj = op->contr->last_skill_ob[i];
1640 break; 1733 break;
1641 } 1734 }
1642 1735
1643 /* Player doesn't have the skill. Check to see what to do, and give 1736 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1737 * it to the player if necessary
1645 */ 1738 */
1646 if (!skill_obj) { 1739 if (!skill_obj)
1740 {
1647 if (flag == SK_EXP_NONE) return; 1741 if (flag == SK_EXP_NONE)
1742 return;
1648 else if (flag == SK_EXP_ADD_SKILL) 1743 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1744 give_skill_by_name (op, skill_name);
1650 }
1651 } 1745 }
1746 }
1747 }
1748
1749 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1750 {
1653
1654 /* Basically, you can never gain more experience in one shot 1751 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1752 * than half what you need to gain for next level.
1656 */ 1753 */
1657 exp_to_add = exp; 1754 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1755 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1756 if (exp_to_add > limit)
1757 exp_to_add = limit;
1660 1758
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1759 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1760 if (settings.permanent_exp_ratio)
1761 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1762 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); 1763 calc_perm_exp (op);
1665 } 1764 }
1666 1765
1667 player_lvl_adj(op,NULL); 1766 player_lvl_adj (op, NULL);
1767 }
1768
1668 if (skill_obj) { 1769 if (skill_obj)
1770 {
1669 exp_to_add = exp; 1771 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1772 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1773 if (exp_to_add > limit)
1774 exp_to_add = limit;
1775
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1776 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1777 if (settings.permanent_exp_ratio)
1778 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1779 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1780 calc_perm_exp (skill_obj);
1676 } 1781 }
1782
1677 player_lvl_adj(op,skill_obj); 1783 player_lvl_adj (op, skill_obj);
1678 } 1784 }
1679} 1785}
1680 1786
1681/* This function checks to make sure that object 'op' can 1787/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1788 * lost 'exp' experience. It returns the amount of exp
1684 * adjustments based on permanent exp and the like. 1790 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1791 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1792 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1793 * amount that should get subtract from the player.
1688 */ 1794 */
1795sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1796check_exp_loss (const object *op, sint64 exp)
1690{ 1797{
1691 sint64 del_exp; 1798 sint64 del_exp;
1692 1799
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1800 if (exp > op->stats.exp)
1801 exp = op->stats.exp;
1694 if (settings.permanent_exp_ratio) { 1802 if (settings.permanent_exp_ratio)
1803 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1805 if (del_exp < 0)
1806 del_exp = 0;
1697 if (exp > del_exp) exp=del_exp; 1807 if (exp > del_exp)
1808 exp = del_exp;
1698 } 1809 }
1699 return exp; 1810 return exp;
1700} 1811}
1701 1812
1813sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1703{ 1815{
1816 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1817 return check_exp_loss (op, exp);
1818 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1819 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1706} 1820}
1707 1821
1708 1822
1709/* Subtracts experience from player. 1823/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1824 * 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 1830 * 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. 1831 * 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 1832 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1833 * a postive number.
1720 */ 1834 */
1835static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1836subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1837{
1723 float fraction = (float) exp/(float) op->stats.exp; 1838 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1839 object *tmp;
1725 sint64 del_exp; 1840 sint64 del_exp;
1726 1841
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1842 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1843 if (tmp->type == SKILL && tmp->stats.exp)
1844 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1845 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1846 {
1730 del_exp = check_exp_loss(tmp, exp); 1847 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1848 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1849 player_lvl_adj (op, tmp);
1850 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1851 else if (flag != SK_SUBTRACT_SKILL_EXP)
1852 {
1734 /* only want to process other skills if we are not trying 1853 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1854 * to match a specific skill.
1736 */ 1855 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1856 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1857 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1858 player_lvl_adj (op, tmp);
1740 } 1859 }
1741 } 1860 }
1861
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1862 if (flag != SK_SUBTRACT_SKILL_EXP)
1863 {
1743 del_exp = check_exp_loss(op, exp); 1864 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1865 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1866 player_lvl_adj (op, NULL);
1746 } 1867 }
1747} 1868}
1748
1749
1750 1869
1751/* change_exp() - changes experience to a player/monster. This 1870/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1871 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1872 *
1754 * The exp passed is typically not modified much by this function - 1873 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1874 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1875 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1876 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1877 * these last two values are only used for players.
1759 */ 1878 */
1760 1879void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1880change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1881{
1763#ifdef EXP_DEBUG 1882#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); 1883 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1884#endif
1769#endif
1770 1885
1771 /* safety */ 1886 /* safety */
1772 if(!op) { 1887 if (!op)
1888 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1889 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1890 return;
1775 } 1891 }
1776 1892
1777 /* if no change in exp, just return - most of the below code 1893 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1894 * won't do anything if the value is 0 anyways.
1779 */ 1895 */
1780 if (exp == 0) return; 1896 if (exp == 0)
1897 return;
1781 1898
1782 /* Monsters are easy - we just adjust their exp - we 1899 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1900 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1901 * the exp they have - the monsters exp represents what its
1785 * worth. 1902 * worth.
1786 */ 1903 */
1787 if(op->type != PLAYER) { 1904 if (op->type != PLAYER)
1905 {
1788 /* Sanity check */ 1906 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1907 if (!QUERY_FLAG (op, FLAG_ALIVE))
1908 return;
1790 1909
1791 /* reset exp to max allowed value. We subtract from 1910 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1911 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1912 * more than max exp, just return.
1913 */
1914 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1915 {
1916 exp = MAX_EXPERIENCE - op->stats.exp;
1917 if (exp < 0)
1918 return;
1919 }
1920
1921 op->stats.exp += exp;
1922 }
1923 else
1924 { /* Players only */
1925 if (exp > 0)
1926 add_player_exp (op, exp, skill_name, flag);
1927 else
1928 /* note that when you lose exp, it doesn't go against
1929 * a particular skill, so we don't need to pass that
1930 * along.
1794 */ 1931 */
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); 1932 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1933 }
1813} 1934}
1814 1935
1815/* Applies a death penalty experience, the size of this is defined by the 1936/* 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 1937 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1938 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1939 */
1819 1940void
1820void apply_death_exp_penalty(object *op) { 1941apply_death_exp_penalty (object *op)
1942{
1821 object *tmp; 1943 object *tmp;
1822 sint64 loss; 1944 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1947
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1948 for (tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1949 if (tmp->type == SKILL && tmp->stats.exp)
1950 {
1828 1951
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1952 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)]; 1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 1954
1832 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1958 * tables is a lot harder.
1836 */ 1959 */
1837 if (level_loss < 0) level_loss = 0; 1960 if (level_loss < 0)
1961 level_loss = 0;
1838 1962
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1840 1964
1841 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1966 player_lvl_adj (op, tmp);
1843 } 1967 }
1844 1968
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1969 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)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1971
1972 if (level_loss < 0)
1973 level_loss = 0;
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1849 1975
1850 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1977 player_lvl_adj (op, NULL);
1852} 1978}
1853 1979
1854/* This function takes an object (monster/player, op), and 1980/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1981 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1982 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1983 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1984 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1985 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1986 */
1987int
1861int did_make_save(const object *op, int level, int bonus) 1988did_make_save (const object *op, int level, int bonus)
1862{ 1989{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1990 if (level > MAX_SAVE_LEVEL)
1991 level = MAX_SAVE_LEVEL;
1864 1992
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1994 return 0;
1995
1996 return 1;
1868} 1997}
1869

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