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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 1.19 by root, Fri Dec 22 16:34:00 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
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!", 197 "Watch out, your mind is going!",
206 "Your spirit feels drained!" 198 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.", 206 "You feel your memory return.",
215 "You feel your spirits return." 207 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
221 "You feel wiser.", 213 "You feel wiser.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.", 215 "You feel smarter.",
224 "You feel more potent." 216 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!", 223 "You look ugly!",
232 "You feel stupid!", 224 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!"
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow"
242}; 234};
243 235
244/* 236/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 238 * what attr is (STR to POW).
247 */ 239 */
248
249void 240void
250set_attr_value(living *stats,int attr,sint8 value) { 241set_attr_value (living *stats, int attr, sint8 value)
242{
251 switch(attr) { 243 switch (attr)
244 {
252 case STR: 245 case STR:
253 stats->Str=value; 246 stats->Str = value;
254 break; 247 break;
255 case DEX: 248 case DEX:
256 stats->Dex=value; 249 stats->Dex = value;
257 break; 250 break;
258 case CON: 251 case CON:
259 stats->Con=value; 252 stats->Con = value;
260 break; 253 break;
261 case WIS: 254 case WIS:
262 stats->Wis=value; 255 stats->Wis = value;
263 break; 256 break;
264 case POW: 257 case POW:
265 stats->Pow=value; 258 stats->Pow = value;
266 break; 259 break;
267 case CHA: 260 case CHA:
268 stats->Cha=value; 261 stats->Cha = value;
269 break; 262 break;
270 case INT: 263 case INT:
271 stats->Int=value; 264 stats->Int = value;
272 break; 265 break;
273 } 266 }
274} 267}
275 268
276/* 269/*
277 * Like set_attr_value(), but instead the value (which can be negative) 270 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 271 * is added to the specified stat.
279 */ 272 */
280
281void 273void
282change_attr_value(living *stats,int attr,sint8 value) { 274change_attr_value (living *stats, int attr, sint8 value)
275{
283 if (value==0) return; 276 if (value == 0)
277 return;
278
284 switch(attr) { 279 switch (attr)
280 {
285 case STR: 281 case STR:
286 stats->Str+=value; 282 stats->Str += value;
287 break; 283 break;
288 case DEX: 284 case DEX:
289 stats->Dex+=value; 285 stats->Dex += value;
290 break; 286 break;
291 case CON: 287 case CON:
292 stats->Con+=value; 288 stats->Con += value;
293 break; 289 break;
294 case WIS: 290 case WIS:
295 stats->Wis+=value; 291 stats->Wis += value;
296 break; 292 break;
297 case POW: 293 case POW:
298 stats->Pow+=value; 294 stats->Pow += value;
299 break; 295 break;
300 case CHA: 296 case CHA:
301 stats->Cha+=value; 297 stats->Cha += value;
302 break; 298 break;
303 case INT: 299 case INT:
304 stats->Int+=value; 300 stats->Int += value;
305 break; 301 break;
306 default: 302 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 304 }
309} 305}
310 306
311/* 307/*
312 * returns the specified stat. See also set_attr_value(). 308 * returns the specified stat. See also set_attr_value().
313 */ 309 */
314 310
315sint8 311sint8
316get_attr_value(const living *stats,int attr) { 312get_attr_value (const living *stats, int attr)
313{
317 switch(attr) { 314 switch (attr)
318 case STR: 315 {
319 return(stats->Str); 316 case STR: return stats->Str;
320 case DEX: 317 case DEX: return stats->Dex;
321 return(stats->Dex); 318 case CON: return stats->Con;
322 case CON: 319 case WIS: return stats->Wis;
323 return(stats->Con); 320 case CHA: return stats->Cha;
324 case WIS: 321 case INT: return stats->Int;
325 return(stats->Wis); 322 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 323 }
324
333 return 0; 325 return 0;
334} 326}
335 327
336/* 328/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 330 * 1-30 stat limit.
339 */ 331 */
340 332
333void
341void check_stat_bounds(living *stats) { 334check_stat_bounds (living *stats)
335{
342 int i,v; 336 int i, v;
337
343 for(i=0;i<NUM_STATS;i++) 338 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 339 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 340 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 341 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 342 set_attr_value (stats, i, MIN_STAT);
348} 343}
349 344
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 346
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 350 */
356#define DIFF_MSG(flag, msg1, msg2) \ 351#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 353
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355
360/* flag is set to 1 if we are applying the object, -1 if we are removing 356/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 357 * the object.
362 * It is the calling functions responsibilty to check to see if the object 358 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 359 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 360 * 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 362 * 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 363 * 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 364 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 365 * that gives them that ability.
370 */ 366 */
367int
371int change_abil(object *op, object *tmp) { 368change_abil (object *op, object *tmp)
369{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 371 char message[MAX_BUF];
375 int potion_max=0; 372 int potion_max = 0;
376 373
377 /* remember what object was like before it was changed. note that 374 /* 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 375 * 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 376 * found by fix_player. refop is not a real object
380 */ 377 */
381 memcpy(&refop, op, sizeof(object)); 378 object_pod refop = *op;
382 379
383 if(op->type==PLAYER) { 380 if (op->type == PLAYER)
381 {
384 if (tmp->type==POTION) { 382 if (tmp->type == POTION)
383 {
385 potion_max=1; 384 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 385 for (j = 0; j < NUM_STATS; j++)
386 {
387 int nstat, ostat; 387 int nstat, ostat;
388 388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value(&(tmp->stats),j); 390 i = get_attr_value (&(tmp->stats), j);
391 391
392 /* nstat is what the stat will be after use of the potion */ 392 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 393 nstat = flag * i + ostat;
394 394
395 /* Do some bounds checking. While I don't think any 395 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 397 * that adjust that stat by more than one point, so we need
398 * to allow for that. 398 * to allow for that.
399 */ 399 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 400 if (nstat < 1 && i * flag < 0)
401 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j))
403 {
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
403 } 405 }
404 if (nstat != ostat) { 406 if (nstat != ostat)
407 {
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 408 set_attr_value (&(op->contr->orig_stats), j, nstat);
406 potion_max=0; 409 potion_max = 0;
407 } 410 }
408 else if (i) { 411 else if (i)
412 {
409 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 414 potion_max = 1;
411 } 415 }
412 } 416 }
413 /* This section of code ups the characters normal stats also. I am not 417 /* 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 418 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 419 * recalculates this anyway.
416 */ 420 */
417 for(j=0;j<NUM_STATS;j++) 421 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j));
419 check_stat_bounds(&(op->stats)); 423 check_stat_bounds (&(op->stats));
420 } /* end of potion handling code */ 424 } /* end of potion handling code */
421 } 425 }
422 426
423 /* reset attributes that fix_player doesn't reset since it doesn't search 427 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 428 * everything to set
425 */ 429 */
426 if(flag == -1) { 430 if (flag == -1)
431 {
427 op->attacktype&=~tmp->attacktype; 432 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 433 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 434 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 435 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 436 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 437 * and not the other move_ fields.
433 */ 438 */
434 op->move_type &= ~tmp->move_type; 439 op->move_type &= ~tmp->move_type;
435 } 440 }
436 441
437 /* call fix_player since op object could have whatever attribute due 442 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 443 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 444 * change_ability then might as well call it from here
440 */ 445 */
441 fix_player(op); 446 op->update_stats ();
442 447
443 /* Fix player won't add the bows ability to the player, so don't 448 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 449 * print out message if this is a bow.
445 */ 450 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 {
447 success=1; 453 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 455 }
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 {
452 success=1; 458 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 460 }
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 {
457 success=1; 463 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 465 }
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 {
462 success=1; 468 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 470 }
466 /* movement type has changed. We don't care about cases where 471 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 472 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 473 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 474 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 475 * from fly high)
471 */ 476 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 477 if (tmp->move_type && op->move_type != refop.move_type)
478 {
473 success=1; 479 success = 1;
474 480
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 481 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 482 * status doesn't make a difference if you are flying high
477 */ 483 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 484 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 486 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 487 }
481 488
482 if (tmp->move_type & MOVE_FLY_HIGH) { 489 if (tmp->move_type & MOVE_FLY_HIGH)
490 {
483 /* double conditional - second case covers if you have move_fly_low - 491 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 492 * in that case, you don't actually land
485 */ 493 */
486 DIFF_MSG(flag, "You soar into the air air!.", 494 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 495 (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 } 496 }
490 if (tmp->move_type & MOVE_SWIM) 497 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 499
493 /* Changing move status may mean you are affected by things you weren't before */ 500 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 501 check_move_on (op, op);
495 } 502 }
496 503
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 504 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 505 * originally undead may change their status
499 */ 506 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
509 {
502 success=1; 510 success = 1;
503 if(flag>0) { 511 if (flag > 0)
504 if(op->race) free_string(op->race); 512 {
505 op->race=add_string("undead"); 513 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 }
507 } else { 516 else
508 if(op->race) free_string(op->race); 517 {
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race); 518 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 }
521 }
522
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 {
525 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 }
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 {
530 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 }
533 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision
535 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 {
538 success = 1;
539 if (flag > 0)
540 {
541 if (QUERY_FLAG (op, FLAG_WIZ))
542 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543 else
544 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND);
547 if (op->type == PLAYER)
548 op->contr->do_los = 1;
514 } 549 }
515 } 550 }
516 551 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 552 {
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)) 553 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 554 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 555 else
556 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 558 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 559 if (op->type == PLAYER)
537 op->contr->do_los=1; 560 op->contr->do_los = 1;
538 } 561 }
539 } else { 562 }
563 }
564
565 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
566 {
567 success = 1;
568 if (op->type == PLAYER)
569 op->contr->do_los = 1;
570 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 }
572
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
574 {
575 success = 1;
576 if (flag > 0)
577 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 578 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 579 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 580 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 581 {
544 CLEAR_FLAG(op,FLAG_BLIND); 582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 583 if (op->type == PLAYER)
546 op->contr->do_los=1; 584 op->contr->do_los = 1;
547 } 585 }
548 } 586 }
549 } 587 else
550 588 {
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)) 589 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 591 else
592 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 594 if (op->type == PLAYER)
566 op->contr->do_los=1; 595 op->contr->do_los = 1;
567 } 596 }
568 } else { 597 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 598 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 599
600 if (tmp->stats.luck)
601 {
602 success = 1;
603 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
604 }
605
606 if (tmp->stats.hp && op->type == PLAYER)
607 {
608 success = 1;
609 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
610 }
611
612 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
613 {
614 success = 1;
615 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
616 }
617
618 /* for the future when artifacts set this -b.t. */
619 if (tmp->stats.grace && op->type == PLAYER)
620 {
621 success = 1;
622 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
623 }
624
625 if (tmp->stats.food && op->type == PLAYER)
626 {
627 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 }
630
631 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++)
633 {
634 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */
636
637 if (op->resist[i] != refop.resist[i])
638 {
639 success = 1;
640 if (op->resist[i] > refop.resist[i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 642 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 644
574 op->contr->do_los=1; 645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 }
647 }
648
649 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++)
652 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 {
655 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 657 }
576 } 658 }
577 } 659 }
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; 660 return success;
635} 661}
636 662
637/* 663/*
638 * Stat draining by Vick 930307 664 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 665 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 666 */
641 667
642void drain_stat(object *op) { 668void
669object::drain_stat ()
670{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 671 drain_specific_stat (RANDOM () % NUM_STATS);
644} 672}
645 673
674void
646void drain_specific_stat(object *op, int deplete_stats) { 675object::drain_specific_stat (int deplete_stats)
676{
647 object *tmp; 677 object *tmp;
648 archetype *at; 678 archetype *at;
649 679
650 at = find_archetype(ARCH_DEPLETION); 680 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 681 if (!at)
682 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 683 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 684 return;
685 }
654 } else { 686 else
687 {
655 tmp = present_arch_in_ob(at, op); 688 tmp = present_arch_in_ob (at, this);
689
656 if (!tmp) { 690 if (!tmp)
691 {
657 tmp = arch_to_object(at); 692 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 693 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 694 SET_FLAG (tmp, FLAG_APPLIED);
660 } 695 }
661 } 696 }
662 697
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 698 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 699 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 700 update_stats ();
666} 701}
667 702
668/* 703/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 704 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 705 * via an applied bad_luck object.
671 */ 706 */
672 707void
673void change_luck(object *op, int value) { 708object::change_luck (int value)
674 object *tmp; 709{
675 archetype *at; 710 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 711 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 712 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 713 else
714 {
682 tmp = present_arch_in_ob(at, op); 715 object *tmp = present_arch_in_ob (at, this);
716
683 if (!tmp) { 717 if (!tmp)
718 {
719 if (!value)
720 return;
721
722 tmp = arch_to_object (at);
723 tmp = insert_ob_in_ob (tmp, this);
724 SET_FLAG (tmp, FLAG_APPLIED);
725 }
726
684 if (!value) 727 if (value)
685 return; 728 {
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 729 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 730 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 731 * in op itself).
694 */ 732 */
695 new_luck = tmp->stats.luck+value; 733 int new_luck = tmp->stats.luck + value;
734
696 if (new_luck >= -100 && new_luck <= 100) { 735 if (new_luck >= -100 && new_luck <= 100)
736 {
697 op->stats.luck+=value; 737 stats.luck += value;
698 tmp->stats.luck = new_luck; 738 tmp->stats.luck = new_luck;
739 }
699 } 740 }
700 } else { 741 else
742 {
701 if (!tmp->stats.luck) { 743 if (!tmp->stats.luck)
702 return; 744 return;
703 } 745
704 /* Randomly change the players luck. Basically, we move it 746 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 747 * back neutral (if greater>0, subtract, otherwise add)
706 */ 748 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30)
750 {
708 int diff = tmp->stats.luck>0?-1:1; 751 int diff = tmp->stats.luck > 0 ? -1 : 1;
752
709 op->stats.luck += diff; 753 stats.luck += diff;
710 tmp->stats.luck += diff; 754 tmp->stats.luck += diff;
755 }
711 } 756 }
712 }
713 } 757 }
714} 758}
715 759
716/* 760/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 761 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 762 */
719 763void
720void remove_statbonus(object *op) { 764object::remove_statbonus ()
765{
721 op->stats.Str -= op->arch->clone.stats.Str; 766 stats.Str -= arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 767 stats.Dex -= arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 768 stats.Con -= arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 769 stats.Wis -= arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 770 stats.Pow -= arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 771 stats.Cha -= arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int; 772 stats.Int -= arch->clone.stats.Int;
773
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 774 contr->orig_stats.Str -= arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 776 contr->orig_stats.Con -= arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 780 contr->orig_stats.Int -= arch->clone.stats.Int;
735} 781}
736 782
737/* 783/*
738 * Adds stat-bonuses given by the class which the player has chosen. 784 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 785 */
740 786void
741void add_statbonus(object *op) { 787object::add_statbonus ()
788{
742 op->stats.Str += op->arch->clone.stats.Str; 789 stats.Str += arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 790 stats.Dex += arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 791 stats.Con += arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 792 stats.Wis += arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 793 stats.Pow += arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha; 794 stats.Cha += arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int; 795 stats.Int += arch->clone.stats.Int;
796
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 797 contr->orig_stats.Str += arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 798 contr->orig_stats.Dex += arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 799 contr->orig_stats.Con += arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 800 contr->orig_stats.Wis += arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 801 contr->orig_stats.Pow += arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 802 contr->orig_stats.Cha += arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 803 contr->orig_stats.Int += arch->clone.stats.Int;
756} 804}
757 805
758/* 806/*
759 * Updates all abilities given by applied objects in the inventory 807 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 808 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 809 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 810 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 811 * and then adjusts them according to what the player has equipped.
764 */ 812 */
813
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 814/* July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 815 spell system split, grace points now added to system --peterm
767 */ 816 */
768 817
769void fix_player(object *op) { 818void
819object::update_stats ()
820{
770 int i,j; 821 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 822 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; 823 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
777 827
778 /* First task is to clear all the values back to their original values */ 828 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 829 if (type == PLAYER)
830 {
780 for(i=0;i<NUM_STATS;i++) { 831 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
782 } 833
783 if (settings.spell_encumbrance == TRUE) 834 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 835 contr->encumbrance = 0;
785 836
786 op->attacktype=0; 837 attacktype = 0;
787 op->contr->digestion = 0; 838 contr->digestion = 0;
788 op->contr->gen_hp = 0; 839 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 840 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 841 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 842 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 843 contr->item_power = 0;
793 844
794 /* Don't clobber all the range_ values. range_golem otherwise 845 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset 846 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below 847 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped. 848 * well get filled in based on what the player has equipped.
798 */ 849 */
799 op->contr->ranges[range_bow] = NULL; 850 contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL; 851 contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL; 852 contr->ranges[range_skill] = NULL;
802 } 853 }
854
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 855 memcpy (body_used, body_info, sizeof (body_info));
804 856
805 if(op->slaying!=NULL) { 857 slaying = 0;
806 free_string(op->slaying); 858
807 op->slaying=NULL;
808 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 859 if (!QUERY_FLAG (this, FLAG_WIZ))
860 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 861 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 862 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 863 }
813 864
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 865 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 866 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 867 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 868
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873
826 op->path_attuned=op->arch->clone.path_attuned; 874 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 875 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 876 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 877 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 878 move_type = arch->clone.move_type;
831 op->chosen_skill = NULL; 879 chosen_skill = NULL;
832 880
833 /* initializing resistances from the values in player/monster's 881 /* initializing resistances from the values in player/monster's
834 * archetype clone 882 * archetype clone
835 */ 883 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 884 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 885
838 for (i=0;i<NROFATTACKS;i++) { 886 for (i = 0; i < NROFATTACKS; i++)
887 {
839 if (op->resist[i] > 0) 888 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 889 prot[i] = resist[i], vuln[i] = 0;
841 else 890 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 891 vuln[i] = -(resist[i]), prot[i] = 0;
843 potion_resist[i]=0; 892 potion_resist[i] = 0;
844 } 893 }
845 894
846 wc=op->arch->clone.stats.wc; 895 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 896 stats.dam = arch->clone.stats.dam;
848 897
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 898 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 899 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 900 * 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, 901 * 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 902 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 903 * that their protection from physical goes down
855 */ 904 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 907 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 909 }
860 else 910 else
861 ac=op->arch->clone.stats.ac; 911 ac = arch->clone.stats.ac;
862 912
863 op->stats.luck=op->arch->clone.stats.luck; 913 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 914 speed = arch->clone.speed;
865 915
866 /* OK - we've reset most all the objects attributes to sane values. 916 /* 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. 917 * now go through and make adjustments for what the player has equipped.
868 */ 918 */
869 919
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 920 for (tmp = inv; tmp; tmp = tmp->below)
921 {
871 /* See note in map.c:update_position about making this additive 922 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 923 * since light sources are never applied, need to put check here.
873 */ 924 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
875 927
876 /* This happens because apply_potion calls change_abil with the potion 928 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 929 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function. 930 * then calls this function.
879 */ 931 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 933 continue;
882 }
883 934
884 /* For some things, we don't care what is equipped */ 935 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 936 if (tmp->type == SKILL)
937 {
886 /* Want to take the highest skill here. */ 938 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 939 if (IS_MANA_SKILL (tmp->subtype))
940 {
888 if (!mana_obj) mana_obj=tmp; 941 if (!mana_obj)
942 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 943 else if (tmp->level > mana_obj->level)
944 mana_obj = tmp;
890 } 945 }
946
891 if (IS_GRACE_SKILL(tmp->subtype)) { 947 if (IS_GRACE_SKILL (tmp->subtype))
948 {
892 if (!grace_obj) grace_obj=tmp; 949 if (!grace_obj)
950 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 951 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp;
894 } 953 }
895 } 954 }
896 955
897 /* Container objects are not meant to adjust a players, but other applied 956 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 957 * objects need to make adjustments.
899 * This block should handle all player specific changes 958 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 959 * 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. 960 * 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, 961 * 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 962 * because the skill shouldn't count against body positions being used
904 * up, etc. 963 * up, etc.
905 */ 964 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 {
908 if(op->type==PLAYER) { 968 if (type == PLAYER)
969 {
909 if (tmp->type == BOW) 970 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp; 971 contr->ranges[range_bow] = tmp;
911 972
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
913 op->contr->ranges[range_misc] = tmp; 974 contr->ranges[range_misc] = tmp;
914 975
915 for(i=0;i<NUM_STATS;i++) 976 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i));
917 978
918 /* these are the items that currently can change digestion, regeneration, 979 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 980 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 981 * list, but other items store other info into stats array.
921 */ 982 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 983 if ((tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 985 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) { 990 (tmp->type == SKILL))
991 {
930 op->contr->digestion += tmp->stats.food; 992 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 993 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 994 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 995 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 996 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 997 contr->item_power += tmp->item_power;
936 } 998 }
937 } /* if this is a player */ 999 } /* if this is a player */
938 1000
939 /* Update slots used for items */ 1001 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1002 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 1004 body_used[i] += tmp->body_info[i];
1005
1006 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
943 } 1011 }
944 1012
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 1014 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's 1015 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 1016 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 1017 */
955 if (tmp->type != POTION) { 1018 if (tmp->type != POTION)
1019 {
956 for (i=0; i<NROFATTACKS; i++) { 1020 for (i = 0; i < NROFATTACKS; i++)
1021 {
957 /* Potential for cursed potions, in which case we just can use 1022 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 1023 * a straight MAX, as potion_resist is initialized to zero.
959 */ 1024 */
960 if (tmp->type==POTION_EFFECT) { 1025 if (tmp->type == POTION_EFFECT)
1026 {
961 if (potion_resist[i]) 1027 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 1029 else
964 potion_resist[i] = tmp->resist[i]; 1030 potion_resist[i] = tmp->resist[i];
965 } 1031 }
966 else if (tmp->resist[i] > 0) 1032 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 1034 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
970 } 1036 }
971 } 1037 }
972 1038
973 /* There may be other things that should not adjust the attacktype */ 1039 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1041 attacktype |= tmp->attacktype;
976 1042
977 op->path_attuned|=tmp->path_attuned; 1043 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 1044 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 1045 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck; 1046 stats.luck += tmp->stats.luck;
981 op->move_type |= tmp->move_type; 1047 move_type |= tmp->move_type;
982 1048
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1056
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1058 SET_FLAG (this, FLAG_UNDEAD);
993 1059
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 {
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1062 SET_FLAG (this, FLAG_MAKE_INVIS);
996 op->invisible=1; 1063 invisible = 1;
997 } 1064 }
998 1065
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1066 if (tmp->stats.exp && tmp->type != SKILL)
1067 {
1000 if(tmp->stats.exp > 0) { 1068 if (tmp->stats.exp > 0)
1069 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1070 added_speed += (float) tmp->stats.exp / 3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0;
1072 }
1003 } else 1073 else
1004 added_speed+=(float)tmp->stats.exp; 1074 added_speed += (float) tmp->stats.exp;
1005 } 1075 }
1006 1076
1007 switch(tmp->type) { 1077 switch (tmp->type)
1078 {
1008 /* skills modifying the character -b.t. */ 1079 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1080 /* for all skills and skill granting objects */
1010 case SKILL: 1081 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1082 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; 1083 break;
1043 1084
1044 case SKILL_TOOL: 1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1045 if (op->chosen_skill) { 1088 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 } 1090
1048 op->chosen_skill = tmp; 1091 chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1092
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) 1093 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1094 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1096 weapon_speed = (int) WEAPON_SPEED (tmp);
1069 break;
1070 1097
1071 case WEAPON: 1098 if (weapon_speed < 0)
1072 wc-=(tmp->stats.wc+tmp->magic); 1099 weapon_speed = 0;
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1100
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1101 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0; 1103
1079 if(tmp->slaying!=NULL) { 1104 if (tmp->magic)
1080 if (op->slaying != NULL) 1105 stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1106 }
1084 /* If there is desire that two handed weapons should do 1107
1085 * extra strength damage, this is where the code should 1108 if (tmp->stats.wc)
1086 * go. 1109 wc -= (tmp->stats.wc + tmp->magic);
1087 */ 1110
1088 op->current_weapon = tmp; 1111 if (tmp->slaying != NULL)
1112 slaying = tmp->slaying;
1113
1114 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic);
1116
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1117 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1118 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1091 break;
1092 1119
1093 case ARMOUR: /* Only the best of these three are used: */ 1120 if (type == PLAYER)
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1121 contr->ranges[range_skill] = this;
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1122
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; 1123 break;
1124
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break;
1134
1135 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000;
1138 case RING:
1139 case AMULET:
1140 case GIRDLE:
1141 case HELMET:
1142 case BOOTS:
1143 case GLOVES:
1144 case CLOAK:
1145 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic);
1147
1148 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic);
1150
1151 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic);
1153
1154 break;
1155
1156 case WEAPON:
1157 wc -= (tmp->stats.wc + tmp->magic);
1158
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic;
1161
1162 stats.dam += (tmp->stats.dam + tmp->magic);
1163 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165
1166 if (weapon_speed < 0)
1167 weapon_speed = 0;
1168
1169 slaying = tmp->slaying;
1170 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should
1172 * go.
1173 */
1174 current_weapon = tmp;
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1177
1178 break;
1179
1180 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000;
1183
1184 case BRACERS:
1185 case FORCE:
1186 if (tmp->stats.wc)
1187 {
1188 if (best_wc < tmp->stats.wc + tmp->magic)
1189 {
1190 wc += best_wc;
1191 best_wc = tmp->stats.wc + tmp->magic;
1192 }
1193 else
1194 wc += tmp->stats.wc + tmp->magic;
1195 }
1196
1197 if (tmp->stats.ac)
1198 {
1199 if (best_ac < tmp->stats.ac + tmp->magic)
1200 {
1201 ac += best_ac; /* Remove last bonus */
1202 best_ac = tmp->stats.ac + tmp->magic;
1203 }
1204 else /* To nullify the below effect */
1205 ac += tmp->stats.ac + tmp->magic;
1206 }
1207
1208 if (tmp->stats.wc)
1209 wc -= (tmp->stats.wc + tmp->magic);
1210
1211 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic);
1213
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max)
1215 max = ARMOUR_SPEED (tmp) / 10.0;
1216
1217 break;
1119 } /* switch tmp->type */ 1218 } /* switch tmp->type */
1120 } /* item is equipped */ 1219 } /* item is equipped */
1121 } /* for loop of items */ 1220 } /* for loop of items */
1122 1221
1123 /* We've gone through all the objects the player has equipped. For many things, we 1222 /* 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. 1223 * have generated intermediate values which we now need to assign.
1125 */ 1224 */
1126 1225
1127 /* 'total resistance = total protections - total vulnerabilities'. 1226 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1227 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1228 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1229 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1230 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1231 */
1133 for (i=0; i<NROFATTACKS; i++) { 1232 for (i = 0; i < NROFATTACKS; i++)
1233 {
1134 op->resist[i] = prot[i] - vuln[i]; 1234 resist[i] = prot[i] - vuln[i];
1235
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1237 resist[i] = potion_resist[i];
1138 } 1238 }
1139 1239
1140 /* Figure out the players sp/mana/hp totals. */ 1240 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1241 if (type == PLAYER)
1242 {
1142 int pl_level; 1243 int pl_level;
1143 1244
1144 check_stat_bounds(&(op->stats)); 1245 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1246 pl_level = level;
1146 1247
1248 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1250
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1251 /* 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. 1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1253 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1255 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1258 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1155 if (con_bonus[op->stats.Con]>0) 1260 if (con_bonus[stats.Con] > 0)
1156 j++; 1261 j++;
1157 else 1262 else
1158 j--; 1263 j--;
1159 } 1264 }
1265
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1267 }
1162 1268
1163 for(i=11;i<=op->level;i++) 1269 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1270 stats.maxhp += 2;
1165 1271
1166 if(op->stats.hp>op->stats.maxhp) 1272 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1273 stats.hp = stats.maxhp;
1168 1274
1169 /* Sp gain is controlled by the level of the player's 1275 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1276 * relevant experience object (mana_obj, see above)
1171 */ 1277 */
1172 /* following happen when skills system is not used */ 1278 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1279 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1280 mana_obj = this;
1281
1282 if (!grace_obj)
1283 grace_obj = this;
1284
1175 /* set maxsp */ 1285 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1286 if (!mana_obj || !mana_obj->level || type != PLAYER)
1287 mana_obj = this;
1177 1288
1178 if (mana_obj == op && op->type == PLAYER) { 1289 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1290 stats.maxsp = 1;
1180 } else { 1291 else
1292 {
1181 sp_tmp=0.0; 1293 sp_tmp = 0.0;
1294
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1295 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 {
1183 float stmp; 1297 float stmp;
1184 1298
1185 /* Got some extra bonus at first level */ 1299 /* Got some extra bonus at first level */
1186 if(i<2) { 1300 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0);
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1302 else
1190 stmp=(float)op->contr->levsp[i] 1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1304
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0; 1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1195 sp_tmp+=stmp; 1308 sp_tmp += stmp;
1196 } 1309 }
1310
1197 op->stats.maxsp=(int)sp_tmp; 1311 stats.maxsp = (int) sp_tmp;
1198 1312
1199 for(i=11;i<=mana_obj->level;i++) 1313 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1314 stats.maxsp += 2;
1201 } 1315 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1316 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1317 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1318 stats.sp = stats.maxsp * 2;
1205 1319
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1320 /* 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; 1321 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this;
1208 1323
1209 if (grace_obj == op && op->type == PLAYER) { 1324 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1325 stats.maxgrace = 1;
1211 } else { 1326 else
1327 {
1212 /* store grace in a float - this way, the divisions below don't create 1328 /* 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 1329 * 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 1330 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1331 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1332 */
1217 sp_tmp=0.0; 1333 sp_tmp = 0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1335 {
1219 float grace_tmp=0.0; 1336 float grace_tmp = 0.0;
1220 1337
1221 /* Got some extra bonus at first level */ 1338 /* Got some extra bonus at first level */
1222 if(i<2) { 1339 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1225 } else { 1342 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1343 grace_tmp = (float) contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] + 1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0;
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1345
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1231 sp_tmp+=grace_tmp; 1349 sp_tmp += grace_tmp;
1232 } 1350 }
1351
1233 op->stats.maxgrace=(int)sp_tmp; 1352 stats.maxgrace = (int) sp_tmp;
1234 1353
1235 /* two grace points per level after 11 */ 1354 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1355 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1356 stats.maxgrace += 2;
1238 } 1357 }
1239 /* No limit on grace vs maxgrace */ 1358 /* No limit on grace vs maxgrace */
1240 1359
1241 if(op->contr->braced) { 1360 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1361 {
1362 ac += 2;
1363 wc += 4;
1364 }
1245 else 1365 else
1246 ac-=dex_bonus[op->stats.Dex]; 1366 ac -= dex_bonus[stats.Dex];
1247 1367
1248 /* In new exp/skills system, wc bonuses are related to 1368 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1369 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1370 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1371 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1372 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1373 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1374 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1375 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1376 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1377 * monster bonus the same as before. -b.t.
1258 */ 1378 */
1259 1379
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1380 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1381 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) { 1383 for (i = 1; i < wc_obj->level; i++)
1384 {
1263 /* addtional wc every 6 levels */ 1385 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1386 if (!(i % 6))
1387 wc--;
1265 /* addtional dam every 4 levels. */ 1388 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5));
1268 } 1391 }
1392 }
1269 } else 1393 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1394 wc -= (level + thaco_bonus[stats.Str]);
1271 1395
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1396 stats.dam += dam_bonus[stats.Str];
1273 1397
1274 if(op->stats.dam<1) 1398 if (stats.dam < 1)
1275 op->stats.dam=1; 1399 stats.dam = 1;
1276 1400
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1401 speed = 1.0 + speed_bonus[stats.Dex];
1402
1278 if (settings.search_items && op->contr->search_str[0]) 1403 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1404 speed -= 1;
1405
1280 if (op->attacktype==0) 1406 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1407 attacktype = arch->clone.attacktype;
1282 1408
1283 } /* End if player */ 1409 } /* End if player */
1284 1410
1285 if(added_speed>=0) 1411 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1412 speed += added_speed / 10.0;
1287 else /* Something wrong here...: */ 1413 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1414 speed /= (float) (1.0 - added_speed);
1289 1415
1290 /* Max is determined by armour */ 1416 /* Max is determined by armour */
1291 if(op->speed>max) 1417 if (speed > max)
1292 op->speed=max; 1418 speed = max;
1293 1419
1294 if(op->type == PLAYER) { 1420 if (type == PLAYER)
1421 {
1295 /* f is a number the represents the number of kg above (positive num) 1422 /* 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 1423 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1424 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1425 * much above he is, and what is max carry is
1299 */ 1426 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1427 f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1429 speed = speed / (1.0 + f / max_carry[stats.Str]);
1302 } 1430 }
1303 1431
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1432 speed += bonus_speed / 10.0; /* Not affected by limits */
1305 1433
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1434 /* 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. 1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1436 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1437 speed = speed * speed_reduce_from_disease;
1310 1438
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1439 if (speed < 0.01 && type == PLAYER)
1440 speed = 0.01;
1312 1441
1313 if(op->type == PLAYER) { 1442 if (type == PLAYER)
1443 {
1314 float M,W,s,D,K,S,M2; 1444 float M, W, s, D, K, S, M2;
1315 1445
1316 /* (This formula was made by vidarl@ifi.uio.no) 1446 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1447 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1448 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1449 * that would just be a real pain to read.
1320 */ 1450 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1451 M = (max_carry[stats.Str] - 121) / 121.0;
1322 M2=max_carry[op->stats.Str]/100.0; 1452 M2 = max_carry[stats.Str] / 100.0;
1323 W=weapon_weight/20000.0; 1453 W = weapon_weight / 20000.0;
1324 s=2-weapon_speed/10.0; 1454 s = 2 - weapon_speed / 10.0;
1325 D=(op->stats.Dex-14)/14.0; 1455 D = (stats.Dex - 14) / 14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1457 K *= (4 + level) / (float) (6 + level) * 1.2;
1328 if(K<=0) K=0.01; 1458 if (K <= 0)
1459 K = 0.01;
1329 S=op->speed/(K*s); 1460 S = speed / (K * s);
1330 op->contr->weapon_sp=S; 1461 contr->weapon_sp = S;
1331 } 1462 }
1463
1332 /* I want to limit the power of small monsters with big weapons: */ 1464 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3; 1466 stats.dam = arch->clone.stats.dam * 3;
1336 1467
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1468 /* 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, 1469 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1470 * so its value is the same.
1340 */ 1471 */
1341 if (wc>120) wc=120; 1472 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1343 op->stats.wc=wc; 1477 stats.wc = wc;
1344 1478
1345 if (ac>120) ac=120; 1479 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1347 op->stats.ac=ac; 1484 stats.ac = ac;
1348 1485
1349 /* if for some reason the creature doesn't have any move type, 1486 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1487 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1488 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1489 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1490 * one or the other.
1354 */ 1491 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1492 if (move_type == 0)
1493 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK;
1357 1496
1358 update_ob_speed(op); 1497 update_ob_speed (this);
1359 1498
1360 /* It is quite possible that a player's spell costing might have changed, 1499 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1500 * so we will check that now.
1362 */ 1501 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1502 if (type == PLAYER)
1503 {
1504 esrv_update_stats (contr);
1505 esrv_update_spells (contr);
1506 }
1364} 1507}
1365 1508
1366/* 1509/*
1367 * Returns true if the given player is a legal class. 1510 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1511 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1512 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1513 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1514 * false otherwise.
1372 */ 1515 */
1373 1516int
1374int allowed_class(const object *op) { 1517allowed_class (const object *op)
1518{
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1519 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&& 1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0;
1377 op->stats.Cha>0;
1378} 1521}
1379 1522
1380/* 1523/*
1381 * set the new dragon name after gaining levels or 1524 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1525 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1528 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1529 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1530 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1531 * Please, anyone, write support for 'ext_title'.
1389 */ 1532 */
1533void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1534set_dragon_name (object *pl, const object *abil, const object *skin)
1535{
1391 int atnr=-1; /* attacknumber of highest level */ 1536 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1537 int level = 0; /* highest level */
1393 int i; 1538 int i;
1394 1539
1395 /* Perhaps do something more clever? */ 1540 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1541 if (!abil || !skin)
1397 1542 return;
1543
1398 /* first, look for the highest level */ 1544 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1545 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1546 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1547 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1548 {
1402 level = abil->resist[i]; 1549 level = abil->resist[i];
1403 atnr = i; 1550 atnr = i;
1404 } 1551 }
1405 } 1552 }
1406 1553
1407 /* now if there are equals at highest level, pick the one with focus, 1554 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1555 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1556 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; 1557 atnr = abil->stats.exp;
1412 1558
1413 level = (int)(level/5.); 1559 level = (int) (level / 5.);
1414 1560
1415 /* now set the new title */ 1561 /* now set the new title */
1416 if (pl->contr != NULL) { 1562 if (pl->contr != NULL)
1563 {
1417 if(level == 0) 1564 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1566 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1568 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1570 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1571 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 1572 else
1573 {
1574 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1579 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1581 }
1434 } 1582 }
1435 1583
1436 strcpy(pl->contr->own_title, ""); 1584 strcpy (pl->contr->own_title, "");
1437} 1585}
1438 1586
1439/* 1587/*
1440 * This function is called when a dragon-player gains 1588 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1589 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1590 * or change the ability-focus.
1443 */ 1591 */
1592void
1444void dragon_level_gain(object *who) { 1593dragon_level_gain (object *who)
1594{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1595 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1596 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1597 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1598 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1599
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1600 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below)
1602 {
1452 if (tmp->type == FORCE) { 1603 if (tmp->type == FORCE)
1604 {
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1454 abil = tmp; 1606 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
1456 skin = tmp; 1608 skin = tmp;
1457 } 1609 }
1458 } 1610 }
1459 /* if the force is missing -> bail out */ 1611 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1612 if (abil == NULL)
1461 1613 return;
1614
1462 /* The ability_force keeps track of maximum level ever achieved. 1615 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1616 * New abilties can only be gained by surpassing this max level
1464 */ 1617 */
1465 if (who->level > abil->level) { 1618 if (who->level > abil->level)
1619 {
1466 /* increase our focused ability */ 1620 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1621 abil->resist[abil->stats.exp]++;
1468
1469 1622
1623
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1624 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1625 {
1471 /* time to hand out a new ability-gift */ 1626 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1627 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 } 1628 }
1475 1629
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1630 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1631 {
1477 /* apply new ability focus */ 1632 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1633 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); 1634 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1635
1482 abil->stats.exp = abil->last_eat; 1636 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1637 abil->last_eat = 0;
1484 } 1638 }
1485 1639
1486 abil->level = who->level; 1640 abil->level = who->level;
1487 } 1641 }
1488 1642
1489 /* last but not least, set the new title for the dragon */ 1643 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1644 set_dragon_name (who, abil, skin);
1491} 1645}
1492 1646
1493/* Handy function - given the skill name skill_name, we find the skill 1647/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1648 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1649 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1650 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1651 * want to do something with it immediately.
1498 */ 1652 */
1653object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1654give_skill_by_name (object *op, const char *skill_name)
1500{ 1655{
1501 object *skill_obj; 1656 object *skill_obj;
1502 1657
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1659 if (!skill_obj)
1660 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1662 return NULL;
1507 } 1663 }
1508 /* clear the flag - exp goes into this bucket, but player 1664 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1665 * still doesn't know it.
1510 */ 1666 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1668 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1669 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1670 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1671 if (op->contr)
1672 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1674 op->contr->last_skill_exp[skill_obj->subtype] = -1;
1518 } 1675 }
1519 return skill_obj; 1676 return skill_obj;
1520} 1677}
1521 1678
1522 1679
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1680/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1681 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1682 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1683 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1684 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1685 * (eg, skill)
1529 */ 1686 */
1687void
1530void player_lvl_adj(object *who, object *op) { 1688player_lvl_adj (object *who, object *op)
1689{
1531 char buf[MAX_BUF]; 1690 char buf[MAX_BUF];
1532 1691
1533 if(!op) /* when rolling stats */ 1692 if (!op) /* when rolling stats */
1534 op = who; 1693 op = who;
1535 1694
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 {
1537 op->level++; 1697 op->level++;
1538 1698
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1700 dragon_level_gain (who);
1541 1701
1542 /* Only roll these if it is the player (who) that gained the level */ 1702 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1703 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1705 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); 1706 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; 1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 }
1709
1710 who->update_stats ();
1711 if (op->level > 1)
1547 } 1712 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1713 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); 1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1715 else
1716 sprintf (buf, "You are now level %d.", op->level);
1717 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 }
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 {
1724 op->level--;
1725 who->update_stats ();
1726 if (op->type != PLAYER)
1564 } 1727 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1731 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1732 }
1733
1567 /* check if the spell data has changed */ 1734 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1736 esrv_update_spells (who->contr);
1569} 1737}
1570 1738
1571/* 1739/*
1572 * Returns how much experience is needed for a player to become 1740 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1741 * the given level. level should really never exceed max_level
1574 */ 1742 */
1575 1743
1744sint64
1576sint64 level_exp(int level,double expmul) { 1745level_exp (int level, double expmul)
1746{
1577 if (level > settings.max_level) 1747 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1748 return (sint64) (expmul * levels[settings.max_level]);
1579 return (sint64) (expmul * levels[level]); 1749 return (sint64) (expmul * levels[level]);
1580} 1750}
1581 1751
1582/* 1752/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1753 * 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 1754 * 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 1755 * 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, 1756 * 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. 1757 * this can now work on a much larger set of objects.
1588 */ 1758 */
1759void
1589void calc_perm_exp(object *op) 1760calc_perm_exp (object *op)
1590{ 1761{
1591 int p_exp_min; 1762 int p_exp_min;
1592 1763
1593 /* Ensure that our permanent experience minimum is met. 1764 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1765 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1766 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1767 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1768
1598 if (op->perm_exp < p_exp_min) 1769 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1770 op->perm_exp = p_exp_min;
1600 1771
1601 /* Cap permanent experience. */ 1772 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1773 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1774 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1775 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1776 op->perm_exp = MAX_EXPERIENCE;
1606} 1777}
1607
1608 1778
1609/* Add experience to a player - exp should only be positive. 1779/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1780 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1781 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1782 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1783 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1784 * flag is what to do if the player doesn't have the skill:
1615 */ 1785 */
1616 1786static void
1617static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1788{
1619 object *skill_obj = NULL; 1789 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1790 sint64 limit, exp_to_add;
1621 int i; 1791 int i;
1622 1792
1629 * chosen_skill. This means we don't need to search through 1799 * chosen_skill. This means we don't need to search through
1630 * the players inventory. 1800 * the players inventory.
1631 */ 1801 */
1632 if (skill_name) 1802 if (skill_name)
1633 { 1803 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1804 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; 1805 skill_obj = op->chosen_skill;
1637 else 1806 else
1638 { 1807 {
1639 for (i = 0; i < NUM_SKILLS; i++) 1808 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)) 1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 { 1810 {
1643 skill_obj = op->contr->last_skill_ob[i]; 1811 skill_obj = op->contr->last_skill_ob[i];
1644 break; 1812 break;
1645 } 1813 }
1646 1814
1665 exp_to_add = exp; 1833 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1834 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit) 1835 if (exp_to_add > limit)
1668 exp_to_add = limit; 1836 exp_to_add = limit;
1669 1837
1670 ADD_EXP (op->stats.exp, 1838 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) 1839 if (settings.permanent_exp_ratio)
1674 { 1840 {
1675 ADD_EXP (op->perm_exp, 1841 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); 1842 calc_perm_exp (op);
1679 } 1843 }
1680 1844
1681 player_lvl_adj (op, NULL); 1845 player_lvl_adj (op, NULL);
1682 } 1846 }
1689 exp_to_add = limit; 1853 exp_to_add = limit;
1690 1854
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1855 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio) 1856 if (settings.permanent_exp_ratio)
1693 { 1857 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1858 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj); 1859 calc_perm_exp (skill_obj);
1697 } 1860 }
1698 1861
1699 player_lvl_adj (op, skill_obj); 1862 player_lvl_adj (op, skill_obj);
1700 } 1863 }
1706 * adjustments based on permanent exp and the like. 1869 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience - 1870 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the 1871 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player. 1872 * amount that should get subtract from the player.
1710 */ 1873 */
1874sint64
1711sint64 check_exp_loss(const object *op, sint64 exp) 1875check_exp_loss (const object *op, sint64 exp)
1712{ 1876{
1713 sint64 del_exp; 1877 sint64 del_exp;
1714 1878
1715 if (exp > op->stats.exp) exp = op->stats.exp; 1879 if (exp > op->stats.exp)
1880 exp = op->stats.exp;
1716 if (settings.permanent_exp_ratio) { 1881 if (settings.permanent_exp_ratio)
1882 {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0; 1884 if (del_exp < 0)
1885 del_exp = 0;
1719 if (exp > del_exp) exp=del_exp; 1886 if (exp > del_exp)
1887 exp = del_exp;
1720 } 1888 }
1721 return exp; 1889 return exp;
1722} 1890}
1723 1891
1892sint64
1724sint64 check_exp_adjust(const object *op, sint64 exp) 1893check_exp_adjust (const object *op, sint64 exp)
1725{ 1894{
1895 if (exp < 0)
1726 if (exp<0) return check_exp_loss(op, exp); 1896 return check_exp_loss (op, exp);
1897 else
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1728} 1899}
1729 1900
1730 1901
1731/* Subtracts experience from player. 1902/* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1903 * 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 1909 * 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. 1910 * 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 1911 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number. 1912 * a postive number.
1742 */ 1913 */
1914static void
1743static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1915subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1744{ 1916{
1745 float fraction = (float) exp/(float) op->stats.exp; 1917 float fraction = (float) exp / (float) op->stats.exp;
1746 object *tmp; 1918 object *tmp;
1747 sint64 del_exp; 1919 sint64 del_exp;
1748 1920
1749 for(tmp=op->inv;tmp;tmp=tmp->below) 1921 for (tmp = op->inv; tmp; tmp = tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) { 1922 if (tmp->type == SKILL && tmp->stats.exp)
1923 {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1925 {
1752 del_exp = check_exp_loss(tmp, exp); 1926 del_exp = check_exp_loss (tmp, exp);
1753 tmp->stats.exp -= del_exp; 1927 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp); 1928 player_lvl_adj (op, tmp);
1929 }
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1930 else if (flag != SK_SUBTRACT_SKILL_EXP)
1931 {
1756 /* only want to process other skills if we are not trying 1932 /* only want to process other skills if we are not trying
1757 * to match a specific skill. 1933 * to match a specific skill.
1758 */ 1934 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp; 1936 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp); 1937 player_lvl_adj (op, tmp);
1762 } 1938 }
1763 } 1939 }
1764 if (flag != SK_SUBTRACT_SKILL_EXP) { 1940 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 {
1765 del_exp = check_exp_loss(op, exp); 1942 del_exp = check_exp_loss (op, exp);
1766 op->stats.exp -= del_exp; 1943 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL); 1944 player_lvl_adj (op, NULL);
1768 } 1945 }
1769} 1946}
1770 1947
1771 1948
1772 1949
1777 * it is assumed the caller has modified the exp as needed. 1954 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added. 1955 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill. 1956 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players. 1957 * these last two values are only used for players.
1781 */ 1958 */
1782 1959
1960void
1783void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1961change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{
1784 1963
1785#ifdef EXP_DEBUG 1964#ifdef EXP_DEBUG
1786#ifndef WIN32
1787 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1788#else
1789 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1790#endif 1966#endif
1791#endif
1792 1967
1793 /* safety */ 1968 /* safety */
1794 if(!op) { 1969 if (!op)
1970 {
1795 LOG(llevError,"change_exp() called for null object!\n"); 1971 LOG (llevError, "change_exp() called for null object!\n");
1796 return; 1972 return;
1797 } 1973 }
1798 1974
1799 /* if no change in exp, just return - most of the below code 1975 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways. 1976 * won't do anything if the value is 0 anyways.
1801 */ 1977 */
1802 if (exp == 0) return; 1978 if (exp == 0)
1979 return;
1803 1980
1804 /* Monsters are easy - we just adjust their exp - we 1981 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to 1982 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its 1983 * the exp they have - the monsters exp represents what its
1807 * worth. 1984 * worth.
1808 */ 1985 */
1809 if(op->type != PLAYER) { 1986 if (op->type != PLAYER)
1987 {
1810 /* Sanity check */ 1988 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1989 if (!QUERY_FLAG (op, FLAG_ALIVE))
1990 return;
1812 1991
1813 /* reset exp to max allowed value. We subtract from 1992 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1993 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return. 1994 * more than max exp, just return.
1995 */
1996 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1997 {
1998 exp = MAX_EXPERIENCE - op->stats.exp;
1999 if (exp < 0)
2000 return;
2001 }
2002
2003 op->stats.exp += exp;
2004 }
2005 else
2006 { /* Players only */
2007 if (exp > 0)
2008 add_player_exp (op, exp, skill_name, flag);
2009 else
2010 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that
2012 * along.
1816 */ 2013 */
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); 2014 subtract_player_exp (op, FABS (exp), skill_name, flag);
1833 2015
1834 } 2016 }
1835} 2017}
1836 2018
1837/* Applies a death penalty experience, the size of this is defined by the 2019/* 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 2020 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss. 2021 * amount of permenent experience, whichever gives the lowest loss.
1840 */ 2022 */
1841 2023
2024void
1842void apply_death_exp_penalty(object *op) { 2025apply_death_exp_penalty (object *op)
2026{
1843 object *tmp; 2027 object *tmp;
1844 sint64 loss; 2028 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847 2031
1848 for(tmp=op->inv;tmp;tmp=tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) { 2033 if (tmp->type == SKILL && tmp->stats.exp)
2034 {
1850 2035
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2036 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)]; 2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1853 2038
1854 /* With the revised exp system, you can get cases where 2039 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more 2040 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels 2041 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder. 2042 * tables is a lot harder.
1858 */ 2043 */
1859 if (level_loss < 0) level_loss = 0; 2044 if (level_loss < 0)
2045 level_loss = 0;
1860 2046
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1862 2048
1863 tmp->stats.exp -= loss; 2049 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp); 2050 player_lvl_adj (op, tmp);
1865 } 2051 }
1866 2052
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2053 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)]; 2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0; 2055 if (level_loss < 0)
2056 level_loss = 0;
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1871 2058
1872 op->stats.exp -= loss; 2059 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL); 2060 player_lvl_adj (op, NULL);
1874} 2061}
1875 2062
1876/* This function takes an object (monster/player, op), and 2063/* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the 2064 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make 2065 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on 2066 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype. 2067 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed 2068 * Returns 1 if op makes his save, 0 if he failed
1882 */ 2069 */
2070int
1883int did_make_save(const object *op, int level, int bonus) 2071did_make_save (const object *op, int level, int bonus)
1884{ 2072{
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2073 if (level > MAX_SAVE_LEVEL)
2074 level = MAX_SAVE_LEVEL;
1886 2075
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2076 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1; 2077 return 0;
2078
2079 return 1;
1890} 2080}
1891

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