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Comparing deliantra/server/common/living.C (file contents):
Revision 1.4 by elmex, Fri Sep 1 17:16:47 2006 UTC vs.
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC

1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.4 2006/09/01 17:16:47 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32 163#ifndef WIN32
169extern uint64 *levels; 164extern uint64 *levels;
170#else 165#else
171extern sint64 *levels; 166extern sint64 *levels;
172#endif 167#endif
173 168
174#define MAX_SAVE_LEVEL 110 169#define MAX_SAVE_LEVEL 110
170
175/* This no longer needs to be changed anytime the number of 171/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 172 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 173 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 174 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 175 * and instead did_make_save should be used instead.
180 */ 176 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 177static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 178 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 179 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 180 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 181 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 182 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 183 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 184 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 185};
190 186
191const char *const attacks[NROFATTACKS] = { 187const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 188 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 189 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 190 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 191 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 192 "life stealing"
197}; 193};
198 194
199static const char *const drain_msg[NUM_STATS] = { 195static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 196 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 197 "You're feeling clumsy!",
202 "You feel less healthy", 198 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 199 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 200 "Your face gets distorted!",
205 "Watch out, your mind is going!", 201 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 202 "Your spirit feels drained!"
207}; 203};
208const char *const restore_msg[NUM_STATS] = { 204const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 205 "You feel your strength return.",
210 "You feel your agility return.", 206 "You feel your agility return.",
211 "You feel your health return.", 207 "You feel your health return.",
212 "You feel your wisdom return.", 208 "You feel your wisdom return.",
213 "You feel your charisma return.", 209 "You feel your charisma return.",
214 "You feel your memory return.", 210 "You feel your memory return.",
215 "You feel your spirits return." 211 "You feel your spirits return."
216}; 212};
217const char *const gain_msg[NUM_STATS] = { 213const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 214 "You feel stronger.",
219 "You feel more agile.", 215 "You feel more agile.",
220 "You feel healthy.", 216 "You feel healthy.",
221 "You feel wiser.", 217 "You feel wiser.",
222 "You seem to look better.", 218 "You seem to look better.",
223 "You feel smarter.", 219 "You feel smarter.",
224 "You feel more potent." 220 "You feel more potent."
225}; 221};
226const char *const lose_msg[NUM_STATS] = { 222const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 223 "You feel weaker!",
228 "You feel clumsy!", 224 "You feel clumsy!",
229 "You feel less healthy!", 225 "You feel less healthy!",
230 "You lose some of your memory!", 226 "You lose some of your memory!",
231 "You look ugly!", 227 "You look ugly!",
232 "You feel stupid!", 228 "You feel stupid!",
233 "You feel less potent!" 229 "You feel less potent!"
234}; 230};
235 231
236const char *const statname[NUM_STATS] = { 232const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 234};
239 235
240const char *const short_stat_name[NUM_STATS] = { 236const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 238};
243 239
244/* 240/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 242 * what attr is (STR to POW).
247 */ 243 */
248 244
249void 245void
250set_attr_value(living *stats,int attr,sint8 value) { 246set_attr_value (living * stats, int attr, sint8 value)
247{
251 switch(attr) { 248 switch (attr)
249 {
252 case STR: 250 case STR:
253 stats->Str=value; 251 stats->Str = value;
254 break; 252 break;
255 case DEX: 253 case DEX:
256 stats->Dex=value; 254 stats->Dex = value;
257 break; 255 break;
258 case CON: 256 case CON:
259 stats->Con=value; 257 stats->Con = value;
260 break; 258 break;
261 case WIS: 259 case WIS:
262 stats->Wis=value; 260 stats->Wis = value;
263 break; 261 break;
264 case POW: 262 case POW:
265 stats->Pow=value; 263 stats->Pow = value;
266 break; 264 break;
267 case CHA: 265 case CHA:
268 stats->Cha=value; 266 stats->Cha = value;
269 break; 267 break;
270 case INT: 268 case INT:
271 stats->Int=value; 269 stats->Int = value;
272 break; 270 break;
273 } 271 }
274} 272}
275 273
276/* 274/*
277 * Like set_attr_value(), but instead the value (which can be negative) 275 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 276 * is added to the specified stat.
279 */ 277 */
280 278
281void 279void
282change_attr_value(living *stats,int attr,sint8 value) { 280change_attr_value (living * stats, int attr, sint8 value)
281{
283 if (value==0) return; 282 if (value == 0)
283 return;
284 switch(attr) { 284 switch (attr)
285 {
285 case STR: 286 case STR:
286 stats->Str+=value; 287 stats->Str += value;
287 break; 288 break;
288 case DEX: 289 case DEX:
289 stats->Dex+=value; 290 stats->Dex += value;
290 break; 291 break;
291 case CON: 292 case CON:
292 stats->Con+=value; 293 stats->Con += value;
293 break; 294 break;
294 case WIS: 295 case WIS:
295 stats->Wis+=value; 296 stats->Wis += value;
296 break; 297 break;
297 case POW: 298 case POW:
298 stats->Pow+=value; 299 stats->Pow += value;
299 break; 300 break;
300 case CHA: 301 case CHA:
301 stats->Cha+=value; 302 stats->Cha += value;
302 break; 303 break;
303 case INT: 304 case INT:
304 stats->Int+=value; 305 stats->Int += value;
305 break; 306 break;
306 default: 307 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 309 }
309} 310}
310 311
311/* 312/*
312 * returns the specified stat. See also set_attr_value(). 313 * returns the specified stat. See also set_attr_value().
313 */ 314 */
314 315
315sint8 316sint8
316get_attr_value(const living *stats,int attr) { 317get_attr_value (const living * stats, int attr)
318{
317 switch(attr) { 319 switch (attr)
320 {
318 case STR: 321 case STR:
319 return(stats->Str); 322 return (stats->Str);
320 case DEX: 323 case DEX:
321 return(stats->Dex); 324 return (stats->Dex);
322 case CON: 325 case CON:
323 return(stats->Con); 326 return (stats->Con);
324 case WIS: 327 case WIS:
325 return(stats->Wis); 328 return (stats->Wis);
326 case CHA: 329 case CHA:
327 return(stats->Cha); 330 return (stats->Cha);
328 case INT: 331 case INT:
329 return(stats->Int); 332 return (stats->Int);
330 case POW: 333 case POW:
331 return(stats->Pow); 334 return (stats->Pow);
332 } 335 }
333 return 0; 336 return 0;
334} 337}
335 338
336/* 339/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 341 * 1-30 stat limit.
339 */ 342 */
340 343
344void
341void check_stat_bounds(living *stats) { 345check_stat_bounds (living * stats)
346{
342 int i,v; 347 int i, v;
348
343 for(i=0;i<NUM_STATS;i++) 349 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 350 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 351 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 352 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 353 set_attr_value (stats, i, MIN_STAT);
348} 354}
349 355
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 357
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 361 */
356#define DIFF_MSG(flag, msg1, msg2) \ 362#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 364
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366
360/* flag is set to 1 if we are applying the object, -1 if we are removing 367/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 368 * the object.
362 * It is the calling functions responsibilty to check to see if the object 369 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 370 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 371 * The main purpose of calling this function is the messages that are
366 * removing an object - that is because it is impossible to know if some object 373 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 374 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 375 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 376 * that gives them that ability.
370 */ 377 */
378int
371int change_abil(object *op, object *tmp) { 379change_abil (object *op, object *tmp)
380{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 382 char message[MAX_BUF];
375 int potion_max=0; 383 int potion_max = 0;
376 384
377 /* remember what object was like before it was changed. note that 385 /* 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 386 * 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 387 * found by fix_player. refop is not a real object
380 */ 388 */
381 memcpy(&refop, op, sizeof(object)); 389 object_pod refop = *op;
382 390
383 if(op->type==PLAYER) { 391 if (op->type == PLAYER)
392 {
384 if (tmp->type==POTION) { 393 if (tmp->type == POTION)
394 {
385 potion_max=1; 395 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 396 for (j = 0; j < NUM_STATS; j++)
397 {
387 int nstat, ostat; 398 int nstat, ostat;
388 399
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 400 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 401 i = get_attr_value (&(tmp->stats), j);
391 402
392 /* nstat is what the stat will be after use of the potion */ 403 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 404 nstat = flag * i + ostat;
394 405
395 /* Do some bounds checking. While I don't think any 406 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 407 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 408 * that adjust that stat by more than one point, so we need
398 * to allow for that. 409 * to allow for that.
399 */ 410 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 411 if (nstat < 1 && i * flag < 0)
412 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
414 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 416 }
404 if (nstat != ostat) { 417 if (nstat != ostat)
418 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 419 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 420 potion_max = 0;
407 } 421 }
408 else if (i) { 422 else if (i)
423 {
409 /* potion is useless - player has already hit the natural maximum */ 424 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 425 potion_max = 1;
411 } 426 }
412 } 427 }
413 /* This section of code ups the characters normal stats also. I am not 428 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 429 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 430 * recalculates this anyway.
416 */ 431 */
417 for(j=0;j<NUM_STATS;j++) 432 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 434 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 435 } /* end of potion handling code */
421 } 436 }
422 437
423 /* reset attributes that fix_player doesn't reset since it doesn't search 438 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 439 * everything to set
425 */ 440 */
426 if(flag == -1) { 441 if (flag == -1)
442 {
427 op->attacktype&=~tmp->attacktype; 443 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 444 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 445 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 446 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 447 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 448 * and not the other move_ fields.
433 */ 449 */
434 op->move_type &= ~tmp->move_type; 450 op->move_type &= ~tmp->move_type;
435 } 451 }
436 452
437 /* call fix_player since op object could have whatever attribute due 453 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 454 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 455 * change_ability then might as well call it from here
440 */ 456 */
441 fix_player(op); 457 fix_player (op);
442 458
443 /* Fix player won't add the bows ability to the player, so don't 459 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 460 * print out message if this is a bow.
445 */ 461 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 {
447 success=1; 464 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 466 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 {
452 success=1; 469 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 471 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 {
457 success=1; 474 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 476 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 {
462 success=1; 479 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 481 }
466 /* movement type has changed. We don't care about cases where 482 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 483 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 484 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 485 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 486 * from fly high)
471 */ 487 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 488 if (tmp->move_type && op->move_type != refop.move_type)
489 {
473 success=1; 490 success = 1;
474 491
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 493 * status doesn't make a difference if you are flying high
477 */ 494 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 498 }
481 499
482 if (tmp->move_type & MOVE_FLY_HIGH) { 500 if (tmp->move_type & MOVE_FLY_HIGH)
501 {
483 /* double conditional - second case covers if you have move_fly_low - 502 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 503 * in that case, you don't actually land
485 */ 504 */
486 DIFF_MSG(flag, "You soar into the air air!.", 505 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 507 }
490 if (tmp->move_type & MOVE_SWIM) 508 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 510
493 /* Changing move status may mean you are affected by things you weren't before */ 511 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 512 check_move_on (op, op);
495 } 513 }
496 514
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 515 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 516 * originally undead may change their status
499 */ 517 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
520 {
502 success=1; 521 success = 1;
503 if(flag>0) { 522 if (flag > 0)
504 if(op->race) free_string(op->race); 523 {
505 op->race=add_string("undead"); 524 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 }
507 } else { 527 else
508 if(op->race) free_string(op->race); 528 {
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race); 529 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 }
532 }
533
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 {
536 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 {
541 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 }
544 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision
546 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 {
549 success = 1;
550 if (flag > 0)
551 {
552 if (QUERY_FLAG (op, FLAG_WIZ))
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else
555 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND);
558 if (op->type == PLAYER)
559 op->contr->do_los = 1;
514 } 560 }
515 } 561 }
516 562 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 563 {
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 564 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 566 else
567 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 569 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 570 if (op->type == PLAYER)
537 op->contr->do_los=1; 571 op->contr->do_los = 1;
538 } 572 }
539 } else { 573 }
574 }
575
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
577 {
578 success = 1;
579 if (op->type == PLAYER)
580 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 }
583
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
585 {
586 success = 1;
587 if (flag > 0)
588 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 589 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 591 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 592 {
544 CLEAR_FLAG(op,FLAG_BLIND); 593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 594 if (op->type == PLAYER)
546 op->contr->do_los=1; 595 op->contr->do_los = 1;
547 } 596 }
548 } 597 }
549 } 598 else
550 599 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 600 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 602 else
603 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 605 if (op->type == PLAYER)
566 op->contr->do_los=1; 606 op->contr->do_los = 1;
567 } 607 }
568 } else { 608 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 609 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 610
611 if (tmp->stats.luck)
612 {
613 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 }
616
617 if (tmp->stats.hp && op->type == PLAYER)
618 {
619 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 }
622
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
624 {
625 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 }
628
629 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER)
631 {
632 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 }
635
636 if (tmp->stats.food && op->type == PLAYER)
637 {
638 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 }
641
642 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++)
644 {
645 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */
647
648 if (op->resist[i] != refop.resist[i])
649 {
650 success = 1;
651 if (op->resist[i] > refop.resist[i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 653 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 655
574 op->contr->do_los=1; 656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 }
658 }
659
660 if (tmp->type != EXPERIENCE && !potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++)
663 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 {
666 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 668 }
576 } 669 }
577 } 670 }
578
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success; 671 return success;
635} 672}
636 673
637/* 674/*
638 * Stat draining by Vick 930307 675 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 676 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 677 */
641 678
679void
642void drain_stat(object *op) { 680drain_stat (object *op)
681{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 682 drain_specific_stat (op, RANDOM () % NUM_STATS);
644} 683}
645 684
685void
646void drain_specific_stat(object *op, int deplete_stats) { 686drain_specific_stat (object *op, int deplete_stats)
687{
647 object *tmp; 688 object *tmp;
648 archetype *at; 689 archetype *at;
649 690
650 at = find_archetype(ARCH_DEPLETION); 691 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 692 if (!at)
693 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 694 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 695 return;
696 }
654 } else { 697 else
698 {
655 tmp = present_arch_in_ob(at, op); 699 tmp = present_arch_in_ob (at, op);
656 if (!tmp) { 700 if (!tmp)
701 {
657 tmp = arch_to_object(at); 702 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 703 tmp = insert_ob_in_ob (tmp, op);
659 SET_FLAG(tmp,FLAG_APPLIED); 704 SET_FLAG (tmp, FLAG_APPLIED);
660 } 705 }
661 } 706 }
662 707
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 709 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 710 fix_player (op);
666} 711}
667 712
668/* 713/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 714 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 715 * via an applied bad_luck object.
671 */ 716 */
672 717
718void
673void change_luck(object *op, int value) { 719change_luck (object *op, int value)
720{
674 object *tmp; 721 object *tmp;
675 archetype *at; 722 archetype *at;
676 int new_luck; 723 int new_luck;
677 724
678 at = find_archetype("luck"); 725 at = archetype::find ("luck");
679 if (!at) 726 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 727 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 728 else
729 {
682 tmp = present_arch_in_ob(at, op); 730 tmp = present_arch_in_ob (at, op);
683 if (!tmp) { 731 if (!tmp)
732 {
733 if (!value)
734 return;
735 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op);
737 SET_FLAG (tmp, FLAG_APPLIED);
738 }
684 if (!value) 739 if (value)
685 return; 740 {
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 741 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 742 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 743 * in op itself).
694 */ 744 */
695 new_luck = tmp->stats.luck+value; 745 new_luck = tmp->stats.luck + value;
696 if (new_luck >= -100 && new_luck <= 100) { 746 if (new_luck >= -100 && new_luck <= 100)
747 {
697 op->stats.luck+=value; 748 op->stats.luck += value;
698 tmp->stats.luck = new_luck; 749 tmp->stats.luck = new_luck;
750 }
699 } 751 }
700 } else { 752 else
753 {
701 if (!tmp->stats.luck) { 754 if (!tmp->stats.luck)
755 {
702 return; 756 return;
703 } 757 }
704 /* Randomly change the players luck. Basically, we move it 758 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 759 * back neutral (if greater>0, subtract, otherwise add)
706 */ 760 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
762 {
708 int diff = tmp->stats.luck>0?-1:1; 763 int diff = tmp->stats.luck > 0 ? -1 : 1;
764
709 op->stats.luck += diff; 765 op->stats.luck += diff;
710 tmp->stats.luck += diff; 766 tmp->stats.luck += diff;
767 }
711 } 768 }
712 }
713 } 769 }
714} 770}
715 771
716/* 772/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 773 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 774 */
719 775
776void
720void remove_statbonus(object *op) { 777remove_statbonus (object *op)
778{
721 op->stats.Str -= op->arch->clone.stats.Str; 779 op->stats.Str -= op->arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 780 op->stats.Dex -= op->arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 781 op->stats.Con -= op->arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 782 op->stats.Wis -= op->arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 783 op->stats.Pow -= op->arch->clone.stats.Pow;
736 794
737/* 795/*
738 * Adds stat-bonuses given by the class which the player has chosen. 796 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 797 */
740 798
799void
741void add_statbonus(object *op) { 800add_statbonus (object *op)
801{
742 op->stats.Str += op->arch->clone.stats.Str; 802 op->stats.Str += op->arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 803 op->stats.Dex += op->arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 804 op->stats.Con += op->arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 805 op->stats.Wis += op->arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 806 op->stats.Pow += op->arch->clone.stats.Pow;
760 * of the given object. Note: This function works for both monsters 820 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 821 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 822 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 823 * and then adjusts them according to what the player has equipped.
764 */ 824 */
825
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 826/* July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 827 spell system split, grace points now added to system --peterm
767 */ 828 */
768 829
830void
769void fix_player(object *op) { 831fix_player (object *op)
832{
770 int i,j; 833 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 835 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
777 839
778 /* First task is to clear all the values back to their original values */ 840 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 841 if (op->type == PLAYER)
842 {
780 for(i=0;i<NUM_STATS;i++) { 843 for (i = 0; i < NUM_STATS; i++)
844 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i));
782 } 846 }
783 if (settings.spell_encumbrance == TRUE) 847 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 848 op->contr->encumbrance = 0;
785 849
786 op->attacktype=0; 850 op->attacktype = 0;
787 op->contr->digestion = 0; 851 op->contr->digestion = 0;
788 op->contr->gen_hp = 0; 852 op->contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 853 op->contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 854 op->contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 855 op->contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 856 op->contr->item_power = 0;
793 857
794 /* Don't clobber all the range_ values. range_golem otherwise 858 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset 859 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below 860 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 861 * well get filled in based on what the player has equipped.
798 */ 862 */
799 op->contr->ranges[range_bow] = NULL; 863 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL; 864 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL; 865 op->contr->ranges[range_skill] = NULL;
802 } 866 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
804 868
805 if(op->slaying!=NULL) { 869 op->slaying = 0;
806 free_string(op->slaying); 870
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 871 if (!QUERY_FLAG (op, FLAG_WIZ))
872 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 873 CLEAR_FLAG (op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
812 } 875 }
813 876
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 877 CLEAR_FLAG (op, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 878 CLEAR_FLAG (op, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 879 CLEAR_FLAG (op, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL)) 880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL); 881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE)) 882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE); 883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD); 885 CLEAR_FLAG (op, FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK)) 886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK); 887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
825 888
826 op->path_attuned=op->arch->clone.path_attuned; 889 op->path_attuned = op->arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 890 op->path_repelled = op->arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 891 op->path_denied = op->arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 892 op->glow_radius = op->arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 893 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL; 894 op->chosen_skill = NULL;
832 895
833 /* initializing resistances from the values in player/monster's 896 /* initializing resistances from the values in player/monster's
834 * archetype clone 897 * archetype clone
835 */ 898 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist));
837 900
838 for (i=0;i<NROFATTACKS;i++) { 901 for (i = 0; i < NROFATTACKS; i++)
902 {
839 if (op->resist[i] > 0) 903 if (op->resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 904 prot[i] = op->resist[i], vuln[i] = 0;
841 else 905 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 906 vuln[i] = -(op->resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 907 potion_resist[i] = 0;
844 } 908 }
845 909
846 wc=op->arch->clone.stats.wc; 910 wc = op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 911 op->stats.dam = op->arch->clone.stats.dam;
848 912
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 913 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 914 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 915 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 916 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 917 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 918 * that their protection from physical goes down
855 */ 919 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER)
921 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100;
859 } 924 }
860 else 925 else
861 ac=op->arch->clone.stats.ac; 926 ac = op->arch->clone.stats.ac;
862 927
863 op->stats.luck=op->arch->clone.stats.luck; 928 op->stats.luck = op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 929 op->speed = op->arch->clone.speed;
865 930
866 /* OK - we've reset most all the objects attributes to sane values. 931 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 932 * now go through and make adjustments for what the player has equipped.
868 */ 933 */
869 934
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
936 {
871 /* See note in map.c:update_position about making this additive 937 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 938 * since light sources are never applied, need to put check here.
873 */ 939 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
875 942
876 /* This happens because apply_potion calls change_abil with the potion 943 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 944 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function. 945 * then calls this function.
879 */ 946 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
881 continue; 949 continue;
882 } 950 }
883 951
884 /* For some things, we don't care what is equipped */ 952 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 953 if (tmp->type == SKILL)
954 {
886 /* Want to take the highest skill here. */ 955 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 956 if (IS_MANA_SKILL (tmp->subtype))
957 {
888 if (!mana_obj) mana_obj=tmp; 958 if (!mana_obj)
959 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 960 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp;
890 } 962 }
891 if (IS_GRACE_SKILL(tmp->subtype)) { 963 if (IS_GRACE_SKILL (tmp->subtype))
964 {
892 if (!grace_obj) grace_obj=tmp; 965 if (!grace_obj)
966 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 967 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp;
894 } 969 }
895 } 970 }
896 971
897 /* Container objects are not meant to adjust a players, but other applied 972 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 973 * objects need to make adjustments.
899 * This block should handle all player specific changes 974 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 975 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 976 * 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, 977 * 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 978 * because the skill shouldn't count against body positions being used
904 * up, etc. 979 * up, etc.
905 */ 980 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 {
908 if(op->type==PLAYER) { 984 if (op->type == PLAYER)
985 {
909 if (tmp->type == BOW) 986 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 987 op->contr->ranges[range_bow] = tmp;
911 988
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 990 op->contr->ranges[range_misc] = tmp;
914 991
915 for(i=0;i<NUM_STATS;i++) 992 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i));
917 994
918 /* these are the items that currently can change digestion, regeneration, 995 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 996 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 997 * list, but other items store other info into stats array.
921 */ 998 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 1005 {
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food; 1006 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 1007 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 1008 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 1009 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 1010 op->contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 1011 op->contr->item_power += tmp->item_power;
936 } 1012 }
937 } /* if this is a player */ 1013 } /* if this is a player */
938 1014
939 /* Update slots used for items */ 1015 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1016 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1019 op->body_used[i] += tmp->body_info[i];
943 } 1020 }
944 1021
945 if(tmp->type==SYMPTOM) { 1022 if (tmp->type == SYMPTOM)
1023 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 1024 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
948 } 1027 }
949 1028
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1030 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1031 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1032 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1033 */
955 if (tmp->type != POTION) { 1034 if (tmp->type != POTION)
1035 {
956 for (i=0; i<NROFATTACKS; i++) { 1036 for (i = 0; i < NROFATTACKS; i++)
1037 {
957 /* Potential for cursed potions, in which case we just can use 1038 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1039 * a straight MAX, as potion_resist is initialized to zero.
959 */ 1040 */
960 if (tmp->type==POTION_EFFECT) { 1041 if (tmp->type == POTION_EFFECT)
1042 {
961 if (potion_resist[i]) 1043 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1045 else
964 potion_resist[i] = tmp->resist[i]; 1046 potion_resist[i] = tmp->resist[i];
965 } 1047 }
966 else if (tmp->resist[i] > 0) 1048 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1050 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
970 } 1052 }
971 } 1053 }
972 1054
973 /* There may be other things that should not adjust the attacktype */ 1055 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1057 op->attacktype |= tmp->attacktype;
976 1058
977 op->path_attuned|=tmp->path_attuned; 1059 op->path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1060 op->path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1061 op->path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1062 op->stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1063 op->move_type |= tmp->move_type;
982 1064
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1066 SET_FLAG (op, FLAG_LIFESAVE);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1068 SET_FLAG (op, FLAG_REFL_SPELL);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1070 SET_FLAG (op, FLAG_REFL_MISSILE);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
990 1079
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1081 SET_FLAG (op, FLAG_UNDEAD);
993 1082
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1085 SET_FLAG (op, FLAG_MAKE_INVIS);
996 op->invisible=1; 1086 op->invisible = 1;
997 } 1087 }
998 1088
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1089 if (tmp->stats.exp && tmp->type != SKILL)
1090 {
1000 if(tmp->stats.exp > 0) { 1091 if (tmp->stats.exp > 0)
1092 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1093 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1095 }
1003 } else 1096 else
1004 added_speed+=(float)tmp->stats.exp; 1097 added_speed += (float) tmp->stats.exp;
1005 } 1098 }
1006 1099
1007 switch(tmp->type) { 1100 switch (tmp->type)
1101 {
1008 /* skills modifying the character -b.t. */ 1102 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1103 /* for all skills and skill granting objects */
1010 case SKILL: 1104 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1106 break;
1043 1107
1044 case SKILL_TOOL: 1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1045 if (op->chosen_skill) { 1111 if (op->chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1047 } 1113
1048 op->chosen_skill = tmp; 1114 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1115
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam) 1116 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1117 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1119 weapon_speed = (int) WEAPON_SPEED (tmp);
1069 break; 1120 if (weapon_speed < 0)
1070 1121 weapon_speed = 0;
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1122 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) { 1124 if (tmp->magic)
1080 if (op->slaying != NULL) 1125 op->stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1126 }
1084 /* If there is desire that two handed weapons should do 1127
1085 * extra strength damage, this is where the code should 1128 if (tmp->stats.wc)
1086 * go. 1129 wc -= (tmp->stats.wc + tmp->magic);
1087 */ 1130
1088 op->current_weapon = tmp; 1131 if (tmp->slaying != NULL)
1132 op->slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic);
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1091 break;
1092 1138
1093 case ARMOUR: /* Only the best of these three are used: */ 1139 if (op->type == PLAYER)
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1140 op->contr->ranges[range_skill] = op;
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1141 break;
1142
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING:
1157 case AMULET:
1158 case GIRDLE:
1159 case HELMET:
1160 case BOOTS:
1161 case GLOVES:
1162 case CLOAK:
1163 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic);
1165 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic);
1167 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic);
1169 break;
1170
1171 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic);
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic;
1175 op->stats.dam += (tmp->stats.dam + tmp->magic);
1176 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1178 if (weapon_speed < 0)
1179 weapon_speed = 0;
1180 op->slaying = tmp->slaying;
1181 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should
1183 * go.
1184 */
1185 op->current_weapon = tmp;
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1188
1189 break;
1190
1191 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000;
1194
1195 case BRACERS:
1196 case FORCE:
1197 if (tmp->stats.wc)
1198 {
1199 if (best_wc < tmp->stats.wc + tmp->magic)
1200 {
1201 wc += best_wc;
1202 best_wc = tmp->stats.wc + tmp->magic;
1203 }
1204 else
1205 wc += tmp->stats.wc + tmp->magic;
1206 }
1207 if (tmp->stats.ac)
1208 {
1209 if (best_ac < tmp->stats.ac + tmp->magic)
1210 {
1211 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic;
1213 }
1214 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic;
1216 }
1217 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic);
1219 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic);
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0;
1223 break;
1119 } /* switch tmp->type */ 1224 } /* switch tmp->type */
1120 } /* item is equipped */ 1225 } /* item is equipped */
1121 } /* for loop of items */ 1226 } /* for loop of items */
1122 1227
1123 /* We've gone through all the objects the player has equipped. For many things, we 1228 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1229 * have generated intermediate values which we now need to assign.
1125 */ 1230 */
1126 1231
1127 /* 'total resistance = total protections - total vulnerabilities'. 1232 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1233 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1234 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1235 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1236 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1237 */
1133 for (i=0; i<NROFATTACKS; i++) { 1238 for (i = 0; i < NROFATTACKS; i++)
1239 {
1134 op->resist[i] = prot[i] - vuln[i]; 1240 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1242 op->resist[i] = potion_resist[i];
1138 } 1243 }
1139 1244
1140 /* Figure out the players sp/mana/hp totals. */ 1245 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1246 if (op->type == PLAYER)
1247 {
1142 int pl_level; 1248 int pl_level;
1143 1249
1144 check_stat_bounds(&(op->stats)); 1250 check_stat_bounds (&(op->stats));
1145 pl_level=op->level; 1251 pl_level = op->level;
1146 1252
1253 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1255
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1256 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1258 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1262 if (i % 2 && con_bonus[op->stats.Con] % 2)
1263 {
1155 if (con_bonus[op->stats.Con]>0) 1264 if (con_bonus[op->stats.Con] > 0)
1156 j++; 1265 j++;
1157 else 1266 else
1158 j--; 1267 j--;
1159 } 1268 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1270 }
1162 1271
1163 for(i=11;i<=op->level;i++) 1272 for (i = 11; i <= op->level; i++)
1164 op->stats.maxhp+=2; 1273 op->stats.maxhp += 2;
1165 1274
1166 if(op->stats.hp>op->stats.maxhp) 1275 if (op->stats.hp > op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1276 op->stats.hp = op->stats.maxhp;
1168 1277
1169 /* Sp gain is controlled by the level of the player's 1278 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1279 * relevant experience object (mana_obj, see above)
1171 */ 1280 */
1172 /* following happen when skills system is not used */ 1281 /* following happen when skills system is not used */
1282 if (!mana_obj)
1173 if(!mana_obj) mana_obj = op; 1283 mana_obj = op;
1284 if (!grace_obj)
1174 if(!grace_obj) grace_obj = op; 1285 grace_obj = op;
1175 /* set maxsp */ 1286 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER)
1288 mana_obj = op;
1177 1289
1178 if (mana_obj == op && op->type == PLAYER) { 1290 if (mana_obj == op && op->type == PLAYER)
1291 {
1179 op->stats.maxsp = 1; 1292 op->stats.maxsp = 1;
1293 }
1180 } else { 1294 else
1295 {
1181 sp_tmp=0.0; 1296 sp_tmp = 0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1297 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 {
1183 float stmp; 1299 float stmp;
1184 1300
1185 /* Got some extra bonus at first level */ 1301 /* Got some extra bonus at first level */
1186 if(i<2) { 1302 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1303 {
1190 stmp=(float)op->contr->levsp[i] 1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0);
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 } 1305 }
1306 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0;
1309 }
1194 if (stmp<1.0) stmp=1.0; 1310 if (stmp < 1.0)
1311 stmp = 1.0;
1195 sp_tmp+=stmp; 1312 sp_tmp += stmp;
1196 } 1313 }
1197 op->stats.maxsp=(int)sp_tmp; 1314 op->stats.maxsp = (int) sp_tmp;
1198 1315
1199 for(i=11;i<=mana_obj->level;i++) 1316 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1317 op->stats.maxsp += 2;
1201 } 1318 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1319 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1320 if (op->stats.sp > op->stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1321 op->stats.sp = op->stats.maxsp * 2;
1205 1322
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER)
1325 grace_obj = op;
1208 1326
1209 if (grace_obj == op && op->type == PLAYER) { 1327 if (grace_obj == op && op->type == PLAYER)
1328 {
1210 op->stats.maxgrace = 1; 1329 op->stats.maxgrace = 1;
1330 }
1211 } else { 1331 else
1332 {
1212 /* store grace in a float - this way, the divisions below don't create 1333 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then 1334 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next 1335 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1336 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1337 */
1217 sp_tmp=0.0; 1338 sp_tmp = 0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 {
1219 float grace_tmp=0.0; 1341 float grace_tmp = 0.0;
1220 1342
1221 /* Got some extra bonus at first level */ 1343 /* Got some extra bonus at first level */
1222 if(i<2) { 1344 if (i < 2)
1345 {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 } 1348 }
1349 else
1350 {
1351 grace_tmp = (float) op->contr->levgrace[i]
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1231 sp_tmp+=grace_tmp; 1356 sp_tmp += grace_tmp;
1232 } 1357 }
1233 op->stats.maxgrace=(int)sp_tmp; 1358 op->stats.maxgrace = (int) sp_tmp;
1234 1359
1235 /* two grace points per level after 11 */ 1360 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1361 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1362 op->stats.maxgrace += 2;
1238 } 1363 }
1239 /* No limit on grace vs maxgrace */ 1364 /* No limit on grace vs maxgrace */
1240 1365
1241 if(op->contr->braced) { 1366 if (op->contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1367 {
1368 ac += 2;
1369 wc += 4;
1370 }
1245 else 1371 else
1246 ac-=dex_bonus[op->stats.Dex]; 1372 ac -= dex_bonus[op->stats.Dex];
1247 1373
1248 /* In new exp/skills system, wc bonuses are related to 1374 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1375 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1376 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1377 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1378 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1379 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1380 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1381 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1382 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1383 * monster bonus the same as before. -b.t.
1258 */ 1384 */
1259 1385
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1)
1387 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) { 1389 for (i = 1; i < wc_obj->level; i++)
1390 {
1263 /* addtional wc every 6 levels */ 1391 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1392 if (!(i % 6))
1393 wc--;
1265 /* addtional dam every 4 levels. */ 1394 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5));
1268 } 1397 }
1398 }
1269 } else 1399 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1400 wc -= (op->level + thaco_bonus[op->stats.Str]);
1271 1401
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1402 op->stats.dam += dam_bonus[op->stats.Str];
1273 1403
1274 if(op->stats.dam<1) 1404 if (op->stats.dam < 1)
1275 op->stats.dam=1; 1405 op->stats.dam = 1;
1276 1406
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1407 op->speed = 1.0 + speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0]) 1408 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1; 1409 op->speed -= 1;
1280 if (op->attacktype==0) 1410 if (op->attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1411 op->attacktype = op->arch->clone.attacktype;
1282 1412
1283 } /* End if player */ 1413 } /* End if player */
1284 1414
1285 if(added_speed>=0) 1415 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1416 op->speed += added_speed / 10.0;
1287 else /* Something wrong here...: */ 1417 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1418 op->speed /= (float) (1.0 - added_speed);
1289 1419
1290 /* Max is determined by armour */ 1420 /* Max is determined by armour */
1291 if(op->speed>max) 1421 if (op->speed > max)
1292 op->speed=max; 1422 op->speed = max;
1293 1423
1294 if(op->type == PLAYER) { 1424 if (op->type == PLAYER)
1425 {
1295 /* f is a number the represents the number of kg above (positive num) 1426 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above 1427 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1428 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1429 * much above he is, and what is max carry is
1299 */ 1430 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1431 f = (op->carrying / 1000) - max_carry[op->stats.Str];
1432 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]);
1302 } 1434 }
1303 1435
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */
1305 1437
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1438 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1440 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1441 op->speed = op->speed * speed_reduce_from_disease;
1310 1442
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1443 if (op->speed < 0.01 && op->type == PLAYER)
1444 op->speed = 0.01;
1312 1445
1313 if(op->type == PLAYER) { 1446 if (op->type == PLAYER)
1447 {
1314 float M,W,s,D,K,S,M2; 1448 float M, W, s, D, K, S, M2;
1315 1449
1316 /* (This formula was made by vidarl@ifi.uio.no) 1450 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1451 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1452 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1453 * that would just be a real pain to read.
1320 */ 1454 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1455 M = (max_carry[op->stats.Str] - 121) / 121.0;
1322 M2=max_carry[op->stats.Str]/100.0; 1456 M2 = max_carry[op->stats.Str] / 100.0;
1323 W=weapon_weight/20000.0; 1457 W = weapon_weight / 20000.0;
1324 s=2-weapon_speed/10.0; 1458 s = 2 - weapon_speed / 10.0;
1325 D=(op->stats.Dex-14)/14.0; 1459 D = (op->stats.Dex - 14) / 14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2;
1328 if(K<=0) K=0.01; 1462 if (K <= 0)
1463 K = 0.01;
1329 S=op->speed/(K*s); 1464 S = op->speed / (K * s);
1330 op->contr->weapon_sp=S; 1465 op->contr->weapon_sp = S;
1331 } 1466 }
1332 /* I want to limit the power of small monsters with big weapons: */ 1467 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3) 1469 op->stats.dam = op->arch->clone.stats.dam * 3;
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336 1470
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1471 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits, 1472 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1473 * so its value is the same.
1340 */ 1474 */
1341 if (wc>120) wc=120; 1475 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1343 op->stats.wc=wc; 1479 op->stats.wc = wc;
1344 1480
1345 if (ac>120) ac=120; 1481 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1347 op->stats.ac=ac; 1485 op->stats.ac = ac;
1348 1486
1349 /* if for some reason the creature doesn't have any move type, 1487 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1488 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1489 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1490 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1491 * one or the other.
1354 */ 1492 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1493 if (op->move_type == 0)
1494 op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK;
1357 1497
1358 update_ob_speed(op); 1498 update_ob_speed (op);
1359 1499
1360 /* It is quite possible that a player's spell costing might have changed, 1500 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1501 * so we will check that now.
1362 */ 1502 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1503 if (op->type == PLAYER)
1504 esrv_update_spells (op->contr);
1364} 1505}
1365 1506
1366/* 1507/*
1367 * Returns true if the given player is a legal class. 1508 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1509 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1510 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1511 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1512 * false otherwise.
1372 */ 1513 */
1373 1514
1515int
1374int allowed_class(const object *op) { 1516allowed_class (const object *op)
1517{
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 &&
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1377 op->stats.Cha>0;
1378} 1520}
1379 1521
1380/* 1522/*
1381 * set the new dragon name after gaining levels or 1523 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1524 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1527 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1528 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1529 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1530 * Please, anyone, write support for 'ext_title'.
1389 */ 1531 */
1532void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1533set_dragon_name (object *pl, const object *abil, const object *skin)
1534{
1391 int atnr=-1; /* attacknumber of highest level */ 1535 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1536 int level = 0; /* highest level */
1393 int i; 1537 int i;
1394 1538
1395 /* Perhaps do something more clever? */ 1539 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1540 if (!abil || !skin)
1397 1541 return;
1542
1398 /* first, look for the highest level */ 1543 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1544 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1545 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1546 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1547 {
1402 level = abil->resist[i]; 1548 level = abil->resist[i];
1403 atnr = i; 1549 atnr = i;
1404 } 1550 }
1405 } 1551 }
1406 1552
1407 /* now if there are equals at highest level, pick the one with focus, 1553 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1554 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1555 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; 1556 atnr = abil->stats.exp;
1412 1557
1413 level = (int)(level/5.); 1558 level = (int) (level / 5.);
1414 1559
1415 /* now set the new title */ 1560 /* now set the new title */
1416 if (pl->contr != NULL) { 1561 if (pl->contr != NULL)
1562 {
1417 if(level == 0) 1563 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1565 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1567 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1569 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1570 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 1571 else
1572 {
1573 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1578 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1580 }
1434 } 1581 }
1435 1582
1436 strcpy(pl->contr->own_title, ""); 1583 strcpy (pl->contr->own_title, "");
1437} 1584}
1438 1585
1439/* 1586/*
1440 * This function is called when a dragon-player gains 1587 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1588 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1589 * or change the ability-focus.
1443 */ 1590 */
1591void
1444void dragon_level_gain(object *who) { 1592dragon_level_gain (object *who)
1593{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1594 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1595 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1596 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1597 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1598
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1599 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1601 {
1452 if (tmp->type == FORCE) { 1602 if (tmp->type == FORCE)
1603 {
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1454 abil = tmp; 1605 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1456 skin = tmp; 1607 skin = tmp;
1457 } 1608 }
1458 } 1609 }
1459 /* if the force is missing -> bail out */ 1610 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1611 if (abil == NULL)
1461 1612 return;
1613
1462 /* The ability_force keeps track of maximum level ever achieved. 1614 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1615 * New abilties can only be gained by surpassing this max level
1464 */ 1616 */
1465 if (who->level > abil->level) { 1617 if (who->level > abil->level)
1618 {
1466 /* increase our focused ability */ 1619 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1620 abil->resist[abil->stats.exp]++;
1468
1469 1621
1622
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1623 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1624 {
1471 /* time to hand out a new ability-gift */ 1625 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1626 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1627 }
1475 1628
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1629 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1630 {
1477 /* apply new ability focus */ 1631 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1632 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); 1633 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1634
1482 abil->stats.exp = abil->last_eat; 1635 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1636 abil->last_eat = 0;
1484 } 1637 }
1485 1638
1486 abil->level = who->level; 1639 abil->level = who->level;
1487 } 1640 }
1488 1641
1489 /* last but not least, set the new title for the dragon */ 1642 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1643 set_dragon_name (who, abil, skin);
1491} 1644}
1492 1645
1493/* Handy function - given the skill name skill_name, we find the skill 1646/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1647 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1648 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1649 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1650 * want to do something with it immediately.
1498 */ 1651 */
1652object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1653give_skill_by_name (object *op, const char *skill_name)
1500{ 1654{
1501 object *skill_obj; 1655 object *skill_obj;
1502 1656
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1658 if (!skill_obj)
1659 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1661 return NULL;
1507 } 1662 }
1508 /* clear the flag - exp goes into this bucket, but player 1663 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1664 * still doesn't know it.
1510 */ 1665 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1667 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1668 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1669 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1670 if (op->contr)
1671 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1673 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1518 } 1674 }
1519 return skill_obj; 1675 return skill_obj;
1520} 1676}
1521 1677
1522 1678
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1679/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1680 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1681 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1682 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1683 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1684 * (eg, skill)
1529 */ 1685 */
1686void
1530void player_lvl_adj(object *who, object *op) { 1687player_lvl_adj (object *who, object *op)
1688{
1531 char buf[MAX_BUF]; 1689 char buf[MAX_BUF];
1532 1690
1533 if(!op) /* when rolling stats */ 1691 if (!op) /* when rolling stats */
1534 op = who; 1692 op = who;
1535 1693
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 {
1537 op->level++; 1696 op->level++;
1538 1697
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1699 dragon_level_gain (who);
1541 1700
1542 /* Only roll these if it is the player (who) that gained the level */ 1701 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1702 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1707 }
1548 1708
1549 fix_player(who); 1709 fix_player (who);
1550 if(op->level>1) { 1710 if (op->level > 1)
1711 {
1551 if (op->type!=PLAYER) 1712 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); 1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else
1715 sprintf (buf, "You are now level %d.", op->level);
1716 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 {
1723 op->level--;
1724 fix_player (who);
1725 if (op->type != PLAYER)
1564 } 1726 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1730 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1731 }
1567 /* check if the spell data has changed */ 1732 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr); 1733 esrv_update_spells (who->contr);
1569} 1734}
1570 1735
1571/* 1736/*
1572 * Returns how much experience is needed for a player to become 1737 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1738 * the given level. level should really never exceed max_level
1574 */ 1739 */
1575 1740
1741sint64
1576sint64 level_exp(int level,double expmul) { 1742level_exp (int level, double expmul)
1743{
1577 if (level > settings.max_level) 1744 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1745 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]); 1746 return (sint64) (expmul * levels[level]);
1580} 1747}
1581 1748
1582/* 1749/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1750 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1751 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1752 * 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, 1753 * 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. 1754 * this can now work on a much larger set of objects.
1588 */ 1755 */
1756void
1589void calc_perm_exp(object *op) 1757calc_perm_exp (object *op)
1590{ 1758{
1591 int p_exp_min; 1759 int p_exp_min;
1592 1760
1593 /* Ensure that our permanent experience minimum is met. 1761 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1762 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1763 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1764 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1765
1598 if (op->perm_exp < p_exp_min) 1766 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1767 op->perm_exp = p_exp_min;
1600 1768
1601 /* Cap permanent experience. */ 1769 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1770 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1771 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1773 op->perm_exp = MAX_EXPERIENCE;
1606} 1774}
1607 1775
1608 1776
1609/* Add experience to a player - exp should only be positive. 1777/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1778 * Updates permanent exp for the skill we are adding to.
1612 * NULL, in which case exp increases the players general 1780 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1781 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1782 * flag is what to do if the player doesn't have the skill:
1615 */ 1783 */
1616 1784
1785static void
1617static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1787{
1619 object *skill_obj = NULL; 1788 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1789 sint64 limit, exp_to_add;
1621 int i; 1790 int i;
1622 1791
1629 * chosen_skill. This means we don't need to search through 1798 * chosen_skill. This means we don't need to search through
1630 * the players inventory. 1799 * the players inventory.
1631 */ 1800 */
1632 if (skill_name) 1801 if (skill_name)
1633 { 1802 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1635 !strcmp (skill_name, op->chosen_skill->skill))
1636 skill_obj = op->chosen_skill; 1804 skill_obj = op->chosen_skill;
1637 else 1805 else
1638 { 1806 {
1639 for (i = 0; i < NUM_SKILLS; i++) 1807 for (i = 0; i < NUM_SKILLS; i++)
1640 if (op->contr->last_skill_ob[i] &&
1641 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 { 1809 {
1643 skill_obj = op->contr->last_skill_ob[i]; 1810 skill_obj = op->contr->last_skill_ob[i];
1644 break; 1811 break;
1645 } 1812 }
1646 1813
1665 exp_to_add = exp; 1832 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1833 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit) 1834 if (exp_to_add > limit)
1668 exp_to_add = limit; 1835 exp_to_add = limit;
1669 1836
1670 ADD_EXP (op->stats.exp, 1837 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1671 (sint64) ((float) exp_to_add *
1672 (skill_obj ? skill_obj->expmul : 1)));
1673 if (settings.permanent_exp_ratio) 1838 if (settings.permanent_exp_ratio)
1674 { 1839 {
1675 ADD_EXP (op->perm_exp, 1840 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1676 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1677 (skill_obj ? skill_obj->expmul : 1)));
1678 calc_perm_exp (op); 1841 calc_perm_exp (op);
1679 } 1842 }
1680 1843
1681 player_lvl_adj (op, NULL); 1844 player_lvl_adj (op, NULL);
1682 } 1845 }
1689 exp_to_add = limit; 1852 exp_to_add = limit;
1690 1853
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1854 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio) 1855 if (settings.permanent_exp_ratio)
1693 { 1856 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1857 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj); 1858 calc_perm_exp (skill_obj);
1697 } 1859 }
1698 1860
1699 player_lvl_adj (op, skill_obj); 1861 player_lvl_adj (op, skill_obj);
1700 } 1862 }
1706 * adjustments based on permanent exp and the like. 1868 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience - 1869 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the 1870 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player. 1871 * amount that should get subtract from the player.
1710 */ 1872 */
1873sint64
1711sint64 check_exp_loss(const object *op, sint64 exp) 1874check_exp_loss (const object *op, sint64 exp)
1712{ 1875{
1713 sint64 del_exp; 1876 sint64 del_exp;
1714 1877
1715 if (exp > op->stats.exp) exp = op->stats.exp; 1878 if (exp > op->stats.exp)
1879 exp = op->stats.exp;
1716 if (settings.permanent_exp_ratio) { 1880 if (settings.permanent_exp_ratio)
1881 {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0; 1883 if (del_exp < 0)
1884 del_exp = 0;
1719 if (exp > del_exp) exp=del_exp; 1885 if (exp > del_exp)
1886 exp = del_exp;
1720 } 1887 }
1721 return exp; 1888 return exp;
1722} 1889}
1723 1890
1891sint64
1724sint64 check_exp_adjust(const object *op, sint64 exp) 1892check_exp_adjust (const object *op, sint64 exp)
1725{ 1893{
1894 if (exp < 0)
1726 if (exp<0) return check_exp_loss(op, exp); 1895 return check_exp_loss (op, exp);
1896 else
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1728} 1898}
1729 1899
1730 1900
1731/* Subtracts experience from player. 1901/* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1738 * as much as listed. Eg, if player has gotten reduced to the point 1908 * as much as listed. Eg, if player has gotten reduced to the point
1739 * where everything is at the minimum perm exp, he would lose nothing. 1909 * where everything is at the minimum perm exp, he would lose nothing.
1740 * exp is the amount of exp to subtract - thus, it should be 1910 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number. 1911 * a postive number.
1742 */ 1912 */
1913static void
1743static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1914subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1744{ 1915{
1745 float fraction = (float) exp/(float) op->stats.exp; 1916 float fraction = (float) exp / (float) op->stats.exp;
1746 object *tmp; 1917 object *tmp;
1747 sint64 del_exp; 1918 sint64 del_exp;
1748 1919
1749 for(tmp=op->inv;tmp;tmp=tmp->below) 1920 for (tmp = op->inv; tmp; tmp = tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) { 1921 if (tmp->type == SKILL && tmp->stats.exp)
1922 {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1924 {
1752 del_exp = check_exp_loss(tmp, exp); 1925 del_exp = check_exp_loss (tmp, exp);
1753 tmp->stats.exp -= del_exp; 1926 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp); 1927 player_lvl_adj (op, tmp);
1928 }
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1929 else if (flag != SK_SUBTRACT_SKILL_EXP)
1930 {
1756 /* only want to process other skills if we are not trying 1931 /* only want to process other skills if we are not trying
1757 * to match a specific skill. 1932 * to match a specific skill.
1758 */ 1933 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp; 1935 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp); 1936 player_lvl_adj (op, tmp);
1762 } 1937 }
1763 } 1938 }
1764 if (flag != SK_SUBTRACT_SKILL_EXP) { 1939 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 {
1765 del_exp = check_exp_loss(op, exp); 1941 del_exp = check_exp_loss (op, exp);
1766 op->stats.exp -= del_exp; 1942 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL); 1943 player_lvl_adj (op, NULL);
1768 } 1944 }
1769} 1945}
1770 1946
1771 1947
1772 1948
1777 * it is assumed the caller has modified the exp as needed. 1953 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added. 1954 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill. 1955 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players. 1956 * these last two values are only used for players.
1781 */ 1957 */
1782 1958
1959void
1783void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1960change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{
1784 1962
1785#ifdef EXP_DEBUG 1963#ifdef EXP_DEBUG
1786#ifndef WIN32 1964# ifndef WIN32
1787 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp); 1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1788#else 1966# else
1789 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp);
1968# endif
1790#endif 1969#endif
1791#endif
1792 1970
1793 /* safety */ 1971 /* safety */
1794 if(!op) { 1972 if (!op)
1973 {
1795 LOG(llevError,"change_exp() called for null object!\n"); 1974 LOG (llevError, "change_exp() called for null object!\n");
1796 return; 1975 return;
1797 } 1976 }
1798 1977
1799 /* if no change in exp, just return - most of the below code 1978 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways. 1979 * won't do anything if the value is 0 anyways.
1801 */ 1980 */
1802 if (exp == 0) return; 1981 if (exp == 0)
1982 return;
1803 1983
1804 /* Monsters are easy - we just adjust their exp - we 1984 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to 1985 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its 1986 * the exp they have - the monsters exp represents what its
1807 * worth. 1987 * worth.
1808 */ 1988 */
1809 if(op->type != PLAYER) { 1989 if (op->type != PLAYER)
1990 {
1810 /* Sanity check */ 1991 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1992 if (!QUERY_FLAG (op, FLAG_ALIVE))
1993 return;
1812 1994
1813 /* reset exp to max allowed value. We subtract from 1995 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return. 1997 * more than max exp, just return.
1998 */
1999 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2000 {
2001 exp = MAX_EXPERIENCE - op->stats.exp;
2002 if (exp < 0)
2003 return;
2004 }
2005
2006 op->stats.exp += exp;
2007 }
2008 else
2009 { /* Players only */
2010 if (exp > 0)
2011 add_player_exp (op, exp, skill_name, flag);
2012 else
2013 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that
2015 * along.
1816 */ 2016 */
1817 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1818 exp = MAX_EXPERIENCE - op->stats.exp;
1819 if (exp < 0) return;
1820 }
1821
1822 op->stats.exp += exp;
1823 }
1824 else { /* Players only */
1825 if(exp>0)
1826 add_player_exp(op, exp, skill_name, flag);
1827 else
1828 /* note that when you lose exp, it doesn't go against
1829 * a particular skill, so we don't need to pass that
1830 * along.
1831 */
1832 subtract_player_exp(op, FABS(exp), skill_name, flag); 2017 subtract_player_exp (op, FABS (exp), skill_name, flag);
1833 2018
1834 } 2019 }
1835} 2020}
1836 2021
1837/* Applies a death penalty experience, the size of this is defined by the 2022/* Applies a death penalty experience, the size of this is defined by the
1838 * settings death_penalty_percentage and death_penalty_levels, and by the 2023 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss. 2024 * amount of permenent experience, whichever gives the lowest loss.
1840 */ 2025 */
1841 2026
2027void
1842void apply_death_exp_penalty(object *op) { 2028apply_death_exp_penalty (object *op)
2029{
1843 object *tmp; 2030 object *tmp;
1844 sint64 loss; 2031 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847 2034
1848 for(tmp=op->inv;tmp;tmp=tmp->below) 2035 for (tmp = op->inv; tmp; tmp = tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) { 2036 if (tmp->type == SKILL && tmp->stats.exp)
2037 {
1850 2038
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1853 2041
1854 /* With the revised exp system, you can get cases where 2042 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more 2043 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels 2044 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder. 2045 * tables is a lot harder.
1858 */ 2046 */
1859 if (level_loss < 0) level_loss = 0; 2047 if (level_loss < 0)
2048 level_loss = 0;
1860 2049
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1862 2051
1863 tmp->stats.exp -= loss; 2052 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp); 2053 player_lvl_adj (op, tmp);
1865 } 2054 }
1866 2055
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1868 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0; 2058 if (level_loss < 0)
2059 level_loss = 0;
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1871 2061
1872 op->stats.exp -= loss; 2062 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL); 2063 player_lvl_adj (op, NULL);
1874} 2064}
1875 2065
1876/* This function takes an object (monster/player, op), and 2066/* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the 2067 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make 2068 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on 2069 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype. 2070 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed 2071 * Returns 1 if op makes his save, 0 if he failed
1882 */ 2072 */
2073int
1883int did_make_save(const object *op, int level, int bonus) 2074did_make_save (const object *op, int level, int bonus)
1884{ 2075{
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2076 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL;
1886 2078
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1; 2080 return 0;
2081 return 1;
1890} 2082}
1891

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