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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243 236
244/* 237/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on 238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW). 239 * what attr is (STR to POW).
247 */ 240 */
248
249void 241void
250set_attr_value(living *stats,int attr,sint8 value) { 242set_attr_value (living *stats, int attr, sint8 value)
243{
251 switch(attr) { 244 switch (attr)
245 {
252 case STR: 246 case STR:
253 stats->Str=value; 247 stats->Str = value;
254 break; 248 break;
255 case DEX: 249 case DEX:
256 stats->Dex=value; 250 stats->Dex = value;
257 break; 251 break;
258 case CON: 252 case CON:
259 stats->Con=value; 253 stats->Con = value;
260 break; 254 break;
261 case WIS: 255 case WIS:
262 stats->Wis=value; 256 stats->Wis = value;
263 break; 257 break;
264 case POW: 258 case POW:
265 stats->Pow=value; 259 stats->Pow = value;
266 break; 260 break;
267 case CHA: 261 case CHA:
268 stats->Cha=value; 262 stats->Cha = value;
269 break; 263 break;
270 case INT: 264 case INT:
271 stats->Int=value; 265 stats->Int = value;
272 break; 266 break;
273 } 267 }
274} 268}
275 269
276/* 270/*
277 * Like set_attr_value(), but instead the value (which can be negative) 271 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 272 * is added to the specified stat.
279 */ 273 */
280
281void 274void
282change_attr_value(living *stats,int attr,sint8 value) { 275change_attr_value (living *stats, int attr, sint8 value)
276{
283 if (value==0) return; 277 if (value == 0)
278 return;
279
284 switch(attr) { 280 switch (attr)
281 {
285 case STR: 282 case STR:
286 stats->Str+=value; 283 stats->Str += value;
287 break; 284 break;
288 case DEX: 285 case DEX:
289 stats->Dex+=value; 286 stats->Dex += value;
290 break; 287 break;
291 case CON: 288 case CON:
292 stats->Con+=value; 289 stats->Con += value;
293 break; 290 break;
294 case WIS: 291 case WIS:
295 stats->Wis+=value; 292 stats->Wis += value;
296 break; 293 break;
297 case POW: 294 case POW:
298 stats->Pow+=value; 295 stats->Pow += value;
299 break; 296 break;
300 case CHA: 297 case CHA:
301 stats->Cha+=value; 298 stats->Cha += value;
302 break; 299 break;
303 case INT: 300 case INT:
304 stats->Int+=value; 301 stats->Int += value;
305 break; 302 break;
306 default: 303 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr); 304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
308 } 305 }
309} 306}
310 307
311/* 308/*
312 * returns the specified stat. See also set_attr_value(). 309 * returns the specified stat. See also set_attr_value().
313 */ 310 */
314 311
315sint8 312sint8
316get_attr_value(const living *stats,int attr) { 313get_attr_value (const living *stats, int attr)
314{
317 switch(attr) { 315 switch (attr)
318 case STR: 316 {
319 return(stats->Str); 317 case STR: return stats->Str;
320 case DEX: 318 case DEX: return stats->Dex;
321 return(stats->Dex); 319 case CON: return stats->Con;
322 case CON: 320 case WIS: return stats->Wis;
323 return(stats->Con); 321 case CHA: return stats->Cha;
324 case WIS: 322 case INT: return stats->Int;
325 return(stats->Wis); 323 case POW: return stats->Pow;
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 324 }
325
333 return 0; 326 return 0;
334} 327}
335 328
336/* 329/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 331 * 1-30 stat limit.
339 */ 332 */
340 333
334void
341void check_stat_bounds(living *stats) { 335check_stat_bounds (living *stats)
336{
342 int i,v; 337 int i, v;
338
343 for(i=0;i<NUM_STATS;i++) 339 for (i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 340 if ((v = get_attr_value (stats, i)) > MAX_STAT)
345 set_attr_value(stats,i,MAX_STAT); 341 set_attr_value (stats, i, MAX_STAT);
346 else if(v<MIN_STAT) 342 else if (v < MIN_STAT)
347 set_attr_value(stats,i,MIN_STAT); 343 set_attr_value (stats, i, MIN_STAT);
348} 344}
349 345
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 347
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 351 */
356#define DIFF_MSG(flag, msg1, msg2) \ 352#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 354
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356
360/* flag is set to 1 if we are applying the object, -1 if we are removing 357/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 358 * the object.
362 * It is the calling functions responsibilty to check to see if the object 359 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 360 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 361 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 362 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 363 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 364 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 365 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 366 * that gives them that ability.
370 */ 367 */
368int
371int change_abil(object *op, object *tmp) { 369change_abil (object *op, object *tmp)
370{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 char message[MAX_BUF]; 372 char message[MAX_BUF];
374 int potion_max=0; 373 int potion_max = 0;
375 374
376 /* remember what object was like before it was changed. note that 375 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 376 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 377 * found by update_stats. refop is not a real object
379 */ 378 */
380 object_pod refop = *op; 379 object_copy refop = *op;
381 380
382 if(op->type==PLAYER) { 381 if (op->type == PLAYER)
382 {
383 if (tmp->type==POTION) { 383 if (tmp->type == POTION)
384 {
384 potion_max=1; 385 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 386 for (j = 0; j < NUM_STATS; j++)
387 {
386 int nstat, ostat; 388 int nstat, ostat;
387 389
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 390 ostat = get_attr_value (&(op->contr->orig_stats), j);
389 i = get_attr_value(&(tmp->stats),j); 391 i = get_attr_value (&(tmp->stats), j);
390 392
391 /* nstat is what the stat will be after use of the potion */ 393 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 394 nstat = flag * i + ostat;
393 395
394 /* Do some bounds checking. While I don't think any 396 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 397 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 398 * that adjust that stat by more than one point, so we need
397 * to allow for that. 399 * to allow for that.
398 */ 400 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 401 if (nstat < 1 && i * flag < 0)
402 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j);
405
406 if (nstat != ostat)
407 {
408 set_attr_value (&op->contr->orig_stats, j, nstat);
409 potion_max = 0;
402 } 410 }
403 if (nstat != ostat) { 411 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 412 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 413 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 414 potion_max = 1;
410 } 415 }
411 } 416 }
417
412 /* This section of code ups the characters normal stats also. I am not 418 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 419 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 420 * recalculates this anyway.
415 */ 421 */
416 for(j=0;j<NUM_STATS;j++) 422 for (j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j));
424
418 check_stat_bounds(&(op->stats)); 425 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 426 } /* end of potion handling code */
420 } 427 }
421 428
422 /* reset attributes that fix_player doesn't reset since it doesn't search 429 /* reset attributes that fix_player doesn't reset since it doesn't search
423 * everything to set 430 * everything to set
424 */ 431 */
425 if(flag == -1) { 432 if (flag == -1)
433 {
426 op->attacktype&=~tmp->attacktype; 434 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 435 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 436 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 437 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 438 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 439 * and not the other move_ fields.
432 */ 440 */
433 op->move_type &= ~tmp->move_type; 441 op->move_type &= ~tmp->move_type;
434 } 442 }
435 443
436 /* call fix_player since op object could have whatever attribute due 444 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 445 * to multiple items. if fix_player always has to be called after
438 * change_ability then might as well call it from here 446 * change_ability then might as well call it from here
439 */ 447 */
440 fix_player(op); 448 op->update_stats ();
441 449
442 /* Fix player won't add the bows ability to the player, so don't 450 /* Fix player won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 451 * print out message if this is a bow.
444 */ 452 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 {
446 success=1; 455 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 457 }
458
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
460 {
451 success=1; 461 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 463 }
464
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
466 {
456 success=1; 467 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 469 }
470
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
472 {
461 success=1; 473 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 475 }
476
465 /* movement type has changed. We don't care about cases where 477 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 478 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 479 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 480 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 481 * from fly high)
470 */ 482 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 483 if (tmp->move_type && op->move_type != refop.move_type)
484 {
472 success=1; 485 success = 1;
473 486
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 488 * status doesn't make a difference if you are flying high
476 */ 489 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 493 }
480 494
481 if (tmp->move_type & MOVE_FLY_HIGH) { 495 if (tmp->move_type & MOVE_FLY_HIGH)
496 {
482 /* double conditional - second case covers if you have move_fly_low - 497 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 498 * in that case, you don't actually land
484 */ 499 */
485 DIFF_MSG(flag, "You soar into the air air!.", 500 DIFF_MSG (flag, "You soar into the air air!.",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 502 }
503
489 if (tmp->move_type & MOVE_SWIM) 504 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 506
492 /* Changing move status may mean you are affected by things you weren't before */ 507 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 508 check_move_on (op, op);
494 } 509 }
495 510
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 511 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 512 * originally undead may change their status
498 */ 513 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 {
501 success=1; 517 success = 1;
502 if(flag>0) { 518 if (flag > 0)
519 {
503 op->race = "undead"; 520 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 }
505 } else { 523 else
524 {
506 op->race = op->arch->clone.race; 525 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 }
528 }
529
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 {
532 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 }
535
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
537 {
538 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 }
541
542 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision
544 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND))
546 {
547 success = 1;
548 if (flag > 0)
549 {
550 if (QUERY_FLAG (op, FLAG_WIZ))
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else
553 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND);
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
508 } 558 }
509 } 559 }
510 560 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 561 {
512 success=1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 562 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 564 else
565 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 567 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 568 if (op->type == PLAYER)
531 op->contr->do_los=1; 569 op->contr->do_los = 1;
532 } 570 }
533 } else { 571 }
572 }
573
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
575 {
576 success = 1;
577 if (op->type == PLAYER)
578 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 }
581
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
583 {
584 success = 1;
585 if (flag > 0)
586 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 587 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 589 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 590 {
538 CLEAR_FLAG(op,FLAG_BLIND); 591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 592 if (op->type == PLAYER)
540 op->contr->do_los=1; 593 op->contr->do_los = 1;
541 } 594 }
542 } 595 }
543 } 596 else
544 597 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 598 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 600 else
601 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 603 if (op->type == PLAYER)
560 op->contr->do_los=1; 604 op->contr->do_los = 1;
561 } 605 }
562 } else { 606 }
563 if(QUERY_FLAG(op,FLAG_WIZ)) 607 }
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 608
609 if (tmp->stats.luck)
610 {
611 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 }
614
615 if (tmp->stats.hp && op->type == PLAYER)
616 {
617 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 }
620
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
622 {
623 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 }
626
627 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER)
629 {
630 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 }
633
634 if (tmp->stats.food && op->type == PLAYER)
635 {
636 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 }
639
640 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++)
642 {
643 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */
645
646 if (op->resist[i] != refop.resist[i])
647 {
648 success = 1;
649 if (op->resist[i] > refop.resist[i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
565 else { 651 else
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
567 if(op->type==PLAYER) 653
568 op->contr->do_los=1; 654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 }
656 }
657
658 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++)
661 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 {
664 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
569 } 666 }
570 } 667 }
571 } 668 }
572 669
573 if(tmp->stats.luck) {
574 success=1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 }
577
578 if(tmp->stats.hp && op->type==PLAYER) {
579 success=1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
581 "You feel much less healthy!");
582 }
583
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
587 "You suddenly feel very mundane.");
588 }
589
590 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) {
592 success=1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
594 "You suddenly feel less holy.");
595 }
596
597 if(tmp->stats.food && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
600 "You feel your digestion speeding up.");
601 }
602
603 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) {
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606
607 if (op->resist[i] != refop.resist[i]) {
608 success=1;
609 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.",
611 change_resist_msg[i], op->resist[i]);
612 else
613 sprintf(message, "Your resistance to %s drops to %d%%.",
614 change_resist_msg[i], op->resist[i]);
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
617 }
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
625 }
626 }
627 }
628 return success; 670 return success;
629} 671}
630 672
631/* 673/*
632 * Stat draining by Vick 930307 674 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 675 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 676 */
635 677void
636void drain_stat(object *op) { 678object::drain_stat ()
679{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 680 drain_specific_stat (rndm (NUM_STATS));
638} 681}
639 682
683void
640void drain_specific_stat(object *op, int deplete_stats) { 684object::drain_specific_stat (int deplete_stats)
685{
641 object *tmp; 686 object *tmp;
642 archetype *at; 687 archetype *at;
643 688
644 at = find_archetype(ARCH_DEPLETION); 689 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 690 if (!at)
691 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 692 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 693 return;
694 }
648 } else { 695 else
696 {
649 tmp = present_arch_in_ob(at, op); 697 tmp = present_arch_in_ob (at, this);
698
650 if (!tmp) { 699 if (!tmp)
700 {
651 tmp = arch_to_object(at); 701 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 702 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 703 SET_FLAG (tmp, FLAG_APPLIED);
654 } 704 }
655 } 705 }
656 706
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 708 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 709 update_stats ();
660} 710}
661 711
662/* 712/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 713 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 714 * via an applied bad_luck object.
665 */ 715 */
666 716void
667void change_luck(object *op, int value) { 717object::change_luck (int value)
668 object *tmp; 718{
669 archetype *at; 719 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 720 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 721 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 722 else
723 {
676 tmp = present_arch_in_ob(at, op); 724 object *tmp = present_arch_in_ob (at, this);
725
677 if (!tmp) { 726 if (!tmp)
727 {
728 if (!value)
729 return;
730
731 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED);
734 }
735
678 if (!value) 736 if (value)
679 return; 737 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 738 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 739 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 740 * in op itself).
688 */ 741 */
689 new_luck = tmp->stats.luck+value; 742 int new_luck = tmp->stats.luck + value;
743
690 if (new_luck >= -100 && new_luck <= 100) { 744 if (new_luck >= -100 && new_luck <= 100)
745 {
691 op->stats.luck+=value; 746 stats.luck += value;
692 tmp->stats.luck = new_luck; 747 tmp->stats.luck = new_luck;
748 }
693 } 749 }
694 } else { 750 else
751 {
695 if (!tmp->stats.luck) { 752 if (!tmp->stats.luck)
696 return; 753 return;
697 } 754
698 /* Randomly change the players luck. Basically, we move it 755 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 756 * back neutral (if greater>0, subtract, otherwise add)
700 */ 757 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 758 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
759 {
702 int diff = tmp->stats.luck>0?-1:1; 760 int diff = tmp->stats.luck > 0 ? -1 : 1;
761
703 op->stats.luck += diff; 762 stats.luck += diff;
704 tmp->stats.luck += diff; 763 tmp->stats.luck += diff;
764 }
705 } 765 }
706 }
707 } 766 }
708} 767}
709 768
710/* 769/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 770 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 771 */
713 772void
714void remove_statbonus(object *op) { 773object::remove_statbonus ()
774{
715 op->stats.Str -= op->arch->clone.stats.Str; 775 stats.Str -= arch->clone.stats.Str;
716 op->stats.Dex -= op->arch->clone.stats.Dex; 776 stats.Dex -= arch->clone.stats.Dex;
717 op->stats.Con -= op->arch->clone.stats.Con; 777 stats.Con -= arch->clone.stats.Con;
718 op->stats.Wis -= op->arch->clone.stats.Wis; 778 stats.Wis -= arch->clone.stats.Wis;
719 op->stats.Pow -= op->arch->clone.stats.Pow; 779 stats.Pow -= arch->clone.stats.Pow;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 780 stats.Cha -= arch->clone.stats.Cha;
721 op->stats.Int -= op->arch->clone.stats.Int; 781 stats.Int -= arch->clone.stats.Int;
782
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 783 contr->orig_stats.Str -= arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 785 contr->orig_stats.Con -= arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 789 contr->orig_stats.Int -= arch->clone.stats.Int;
729} 790}
730 791
731/* 792/*
732 * Adds stat-bonuses given by the class which the player has chosen. 793 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 794 */
734 795void
735void add_statbonus(object *op) { 796object::add_statbonus ()
797{
736 op->stats.Str += op->arch->clone.stats.Str; 798 stats.Str += arch->clone.stats.Str;
737 op->stats.Dex += op->arch->clone.stats.Dex; 799 stats.Dex += arch->clone.stats.Dex;
738 op->stats.Con += op->arch->clone.stats.Con; 800 stats.Con += arch->clone.stats.Con;
739 op->stats.Wis += op->arch->clone.stats.Wis; 801 stats.Wis += arch->clone.stats.Wis;
740 op->stats.Pow += op->arch->clone.stats.Pow; 802 stats.Pow += arch->clone.stats.Pow;
741 op->stats.Cha += op->arch->clone.stats.Cha; 803 stats.Cha += arch->clone.stats.Cha;
742 op->stats.Int += op->arch->clone.stats.Int; 804 stats.Int += arch->clone.stats.Int;
805
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 806 contr->orig_stats.Str += arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 807 contr->orig_stats.Dex += arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 808 contr->orig_stats.Con += arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 809 contr->orig_stats.Wis += arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 810 contr->orig_stats.Pow += arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 811 contr->orig_stats.Cha += arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 812 contr->orig_stats.Int += arch->clone.stats.Int;
750} 813}
751 814
752/* 815/*
753 * Updates all abilities given by applied objects in the inventory 816 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 817 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 818 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 819 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 820 * and then adjusts them according to what the player has equipped.
758 */ 821 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 822 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 823 * spell system split, grace points now added to system --peterm
761 */ 824 */
762 825void
763void fix_player(object *op) { 826object::update_stats ()
827{
764 int i,j; 828 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 830 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
834 float old_speed = speed;
770 835
771 /* First task is to clear all the values back to their original values */ 836 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 837 if (type == PLAYER)
838 {
773 for(i=0;i<NUM_STATS;i++) { 839 for (i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i));
775 } 841
776 if (settings.spell_encumbrance == TRUE) 842 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 843 contr->encumbrance = 0;
778 844
779 op->attacktype=0; 845 attacktype = 0;
846
780 op->contr->digestion = 0; 847 contr->digestion = 0;
781 op->contr->gen_hp = 0; 848 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 849 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 850 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 851 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 852 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 853 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 854
855 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info;
857
798 op->slaying = 0; 858 slaying = 0;
799 859
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 860 if (!QUERY_FLAG (this, FLAG_WIZ))
861 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 862 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 864 }
804 865
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 866 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 867 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 868 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 869
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874
817 op->path_attuned=op->arch->clone.path_attuned; 875 path_attuned = arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 876 path_repelled = arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 877 path_denied = arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 878 glow_radius = arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 879 move_type = arch->clone.move_type;
880
822 op->chosen_skill = NULL; 881 chosen_skill = 0;
823 882
824 /* initializing resistances from the values in player/monster's 883 /* initializing resistances from the values in player/monster's
825 * archetype clone 884 * archetype clone
826 */ 885 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 886 memcpy (&resist, &arch->clone.resist, sizeof (resist));
828 887
829 for (i=0;i<NROFATTACKS;i++) { 888 for (i = 0; i < NROFATTACKS; i++)
889 {
830 if (op->resist[i] > 0) 890 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 891 prot[i] = resist[i], vuln[i] = 0;
832 else 892 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 893 vuln[i] = -(resist[i]), prot[i] = 0;
894
834 potion_resist[i]=0; 895 potion_resist[i] = 0;
835 } 896 }
836 897
837 wc=op->arch->clone.stats.wc; 898 wc = arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 899 stats.dam = arch->clone.stats.dam;
839 900
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 901 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 902 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 903 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise, 904 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find 905 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 906 * that their protection from physical goes down
846 */ 907 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 910 ac = MAX (-10, arch->clone.stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 912 }
851 else 913 else
852 ac=op->arch->clone.stats.ac; 914 ac = arch->clone.stats.ac;
853 915
854 op->stats.luck=op->arch->clone.stats.luck; 916 stats.luck = arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 917 speed = arch->clone.speed;
856 918
857 /* OK - we've reset most all the objects attributes to sane values. 919 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped. 920 * now go through and make adjustments for what the player has equipped.
859 */ 921 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 922 for (tmp = inv; tmp; tmp = tmp->below)
923 {
862 /* See note in map.c:update_position about making this additive 924 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 925 * since light sources are never applied, need to put check here.
864 */ 926 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
866 929
867 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 932 * then calls this function.
870 */ 933 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 935 continue;
873 }
874 936
875 /* For some things, we don't care what is equipped */ 937 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 938 if (tmp->type == SKILL)
939 {
877 /* Want to take the highest skill here. */ 940 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 941 if (IS_MANA_SKILL (tmp->subtype))
942 {
879 if (!mana_obj) mana_obj=tmp; 943 if (!mana_obj)
944 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 945 else if (tmp->level > mana_obj->level)
946 mana_obj = tmp;
881 } 947 }
948
882 if (IS_GRACE_SKILL(tmp->subtype)) { 949 if (IS_GRACE_SKILL (tmp->subtype))
950 {
883 if (!grace_obj) grace_obj=tmp; 951 if (!grace_obj)
952 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 953 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp;
885 } 955 }
886 } 956 }
887 957
888 /* Container objects are not meant to adjust a players, but other applied 958 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 959 * objects need to make adjustments.
890 * This block should handle all player specific changes 960 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 961 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 962 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 963 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 964 * because the skill shouldn't count against body positions being used
895 * up, etc. 965 * up, etc.
896 */ 966 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 967 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 971 && tmp->subtype == SK_PRAYING))
972 {
899 if(op->type==PLAYER) { 973 if (type == PLAYER)
900 if (tmp->type == BOW) 974 {
901 op->contr->ranges[range_bow] = tmp; 975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
977 continue;
902 978
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++) 979 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
908 981
909 /* these are the items that currently can change digestion, regeneration, 982 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 983 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 984 * list, but other items store other info into stats array.
912 */ 985 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 986 if (tmp->type == WEAPON || tmp->type == BOW ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 987 tmp->type == ARMOUR || tmp->type == HELMET ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 988 tmp->type == SHIELD || tmp->type == RING ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 989 tmp->type == BOOTS || tmp->type == GLOVES ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 990 tmp->type == AMULET || tmp->type == GIRDLE ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 991 tmp->type == BRACERS || tmp->type == CLOAK ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 992 tmp->type == DISEASE || tmp->type == FORCE ||
920 (tmp->type == SKILL)) { 993 tmp->type == SKILL)
994 {
921 op->contr->digestion += tmp->stats.food; 995 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 996 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 997 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 998 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 999 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 1000 contr->item_power += tmp->item_power;
927 } 1001 }
928 } /* if this is a player */ 1002 } /* if this is a player */
929 1003 else
930 /* Update slots used for items */ 1004 {
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1005 if (tmp->type == WEAPON)
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 1006 current_weapon = tmp;
933 op->body_used[i] += tmp->body_info[i];
934 } 1007 }
935 1008
1009 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info;
1013
936 if(tmp->type==SYMPTOM) { 1014 if (tmp->type == SYMPTOM)
1015 {
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 1017
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
939 } 1020 }
940 1021
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 1026 */
946 if (tmp->type != POTION) { 1027 if (tmp->type != POTION)
1028 {
947 for (i=0; i<NROFATTACKS; i++) { 1029 for (i = 0; i < NROFATTACKS; i++)
1030 {
948 /* Potential for cursed potions, in which case we just can use 1031 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 1032 * a straight MAX, as potion_resist is initialised to zero.
950 */ 1033 */
951 if (tmp->type==POTION_EFFECT) { 1034 if (tmp->type == POTION_EFFECT)
1035 {
952 if (potion_resist[i]) 1036 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 1038 else
955 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
956 } 1040 }
957 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 1045 }
962 } 1046 }
963 1047
964 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 {
966 op->attacktype|=tmp->attacktype; 1052 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 1053 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 1054 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 1055 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 1056 move_type |= tmp->move_type;
973 1057 stats.luck += tmp->stats.luck;
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 } 1058 }
989 1059
990 if(tmp->stats.exp && tmp->type!=SKILL) { 1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
991 if(tmp->stats.exp > 0) { 1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
992 added_speed+=(float)tmp->stats.exp/3.0; 1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
994 } else 1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
995 added_speed+=(float)tmp->stats.exp; 1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD);
1070
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 invisible = 1;
996 } 1075 }
997 1076
1077 if (tmp->stats.exp && tmp->type != SKILL)
1078 {
1079 if (tmp->stats.exp > 0)
1080 {
1081 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 }
1084 else
1085 added_speed += tmp->stats.exp;
1086 }
1087
998 switch(tmp->type) { 1088 switch (tmp->type)
1089 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
999 /* skills modifying the character -b.t. */ 1099 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1100 /* for all skills and skill granting objects */
1001 case SKILL: 1101 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break; 1103 break;
1031 1104
1032 case SKILL_TOOL: 1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1033 if (op->chosen_skill) { 1108 if (chosen_skill)
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1035 } 1110
1036 op->chosen_skill = tmp; 1111 chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040 1112
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam) 1113 if (tmp->stats.dam > 0)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1114 { /* skill is a 'weapon' */
1055 if(tmp->stats.ac) 1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1056 ac-=(tmp->stats.ac+tmp->magic); 1116 weapon_speed = WEAPON_SPEED (tmp);
1057 break;
1058 1117
1059 case WEAPON: 1118 if (weapon_speed < 0)
1060 wc-=(tmp->stats.wc+tmp->magic); 1119 weapon_speed = 0;
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1120
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1121 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1123
1124 if (tmp->magic)
1125 stats.dam += tmp->magic;
1126 }
1127
1128 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic;
1130
1131 if (tmp->slaying)
1132 slaying = tmp->slaying;
1133
1134 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic;
1136
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break;
1141
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break;
1148
1149 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING:
1153 case AMULET:
1154 case GIRDLE:
1155 case HELMET:
1156 case BOOTS:
1157 case GLOVES:
1158 case CLOAK:
1159 if (tmp->stats.wc)
1160 wc -= tmp->stats.wc + tmp->magic;
1161
1162 if (tmp->stats.dam)
1163 stats.dam += tmp->stats.dam + tmp->magic;
1164
1165 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic;
1167
1168 break;
1169
1170 case BOW:
1171 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic;
1175
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic;
1178
1179 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182
1066 if(weapon_speed<0) weapon_speed=0; 1183 if (weapon_speed < 0)
1184 weapon_speed = 0;
1185
1067 op->slaying = tmp->slaying; 1186 slaying = tmp->slaying;
1187
1068 /* If there is desire that two handed weapons should do 1188 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1189 * extra strength damage, this is where the code should
1070 * go. 1190 * go.
1071 */ 1191 */
1072 op->current_weapon = tmp; 1192
1193 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1194 if (settings.spell_encumbrance)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000; 1195 contr->encumbrance += tmp->weight * 3 / 1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 } 1196 }
1090 if(tmp->stats.ac) { 1197
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break; 1198 break;
1199
1200 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 contr->encumbrance += tmp->weight / 1000;
1203
1204 case BRACERS:
1205 case FORCE:
1206 if (tmp->stats.wc)
1207 {
1208 if (best_wc < tmp->stats.wc + tmp->magic)
1209 {
1210 wc += best_wc;
1211 best_wc = tmp->stats.wc + tmp->magic;
1212 }
1213 else
1214 wc += tmp->stats.wc + tmp->magic;
1215 }
1216
1217 if (tmp->stats.ac)
1218 {
1219 if (best_ac < tmp->stats.ac + tmp->magic)
1220 {
1221 ac += best_ac; /* Remove last bonus */
1222 best_ac = tmp->stats.ac + tmp->magic;
1223 }
1224 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic;
1226 }
1227
1228 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic);
1230
1231 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic);
1233
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1235 max = ARMOUR_SPEED (tmp) / 10.f;
1236
1237 break;
1103 } /* switch tmp->type */ 1238 } /* switch tmp->type */
1104 } /* item is equipped */ 1239 } /* item is equipped */
1105 } /* for loop of items */ 1240 } /* for loop of items */
1106 1241
1107 /* We've gone through all the objects the player has equipped. For many things, we 1242 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign. 1243 * have generated intermediate values which we now need to assign.
1109 */ 1244 */
1110 1245
1111 /* 'total resistance = total protections - total vulnerabilities'. 1246 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1247 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1248 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1249 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1250 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1251 */
1117 for (i=0; i<NROFATTACKS; i++) { 1252 for (i = 0; i < NROFATTACKS; i++)
1253 {
1118 op->resist[i] = prot[i] - vuln[i]; 1254 resist[i] = prot[i] - vuln[i];
1255
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1257 resist[i] = potion_resist[i];
1122 } 1258 }
1123 1259
1124 /* Figure out the players sp/mana/hp totals. */ 1260 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1261 if (type == PLAYER)
1262 {
1126 int pl_level; 1263 int pl_level;
1127 1264
1128 check_stat_bounds(&(op->stats)); 1265 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1266 pl_level = level;
1130 1267
1268 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1270
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1271 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1273 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1275 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1278 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1139 if (con_bonus[op->stats.Con]>0) 1280 if (con_bonus[stats.Con] > 0)
1140 j++; 1281 j++;
1141 else 1282 else
1142 j--; 1283 j--;
1143 } 1284 }
1285
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1287 }
1146 1288
1147 for(i=11;i<=op->level;i++) 1289 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1290 stats.maxhp += 2;
1149 1291
1150 if(op->stats.hp>op->stats.maxhp) 1292 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1293 stats.hp = stats.maxhp;
1152 1294
1153 /* Sp gain is controlled by the level of the player's 1295 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1296 * relevant experience object (mana_obj, see above)
1155 */ 1297 */
1156 /* following happen when skills system is not used */ 1298 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1299 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1300 mana_obj = this;
1301
1302 if (!grace_obj)
1303 grace_obj = this;
1304
1159 /* set maxsp */ 1305 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1306 if (!mana_obj || !mana_obj->level || type != PLAYER)
1307 mana_obj = this;
1161 1308
1162 if (mana_obj == op && op->type == PLAYER) { 1309 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1310 stats.maxsp = 1;
1164 } else { 1311 else
1312 {
1165 sp_tmp=0.0; 1313 sp_tmp = 0.f;
1314
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1315 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1316 {
1167 float stmp; 1317 float stmp;
1168 1318
1169 /* Got some extra bonus at first level */ 1319 /* Got some extra bonus at first level */
1170 if(i<2) { 1320 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1322 else
1174 stmp=(float)op->contr->levsp[i] 1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1324
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1179 sp_tmp+=stmp; 1328 sp_tmp += stmp;
1180 } 1329 }
1330
1181 op->stats.maxsp=(int)sp_tmp; 1331 stats.maxsp = (sint16)sp_tmp;
1182 1332
1183 for(i=11;i<=mana_obj->level;i++) 1333 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1334 stats.maxsp += 2;
1185 } 1335 }
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1336 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1337 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1338 stats.sp = stats.maxsp * 2;
1189 1339
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1341 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this;
1192 1343
1193 if (grace_obj == op && op->type == PLAYER) { 1344 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1345 stats.maxgrace = 1;
1195 } else { 1346 else
1347 {
1196 /* store grace in a float - this way, the divisions below don't create 1348 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then 1349 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next 1350 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1351 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1352 */
1201 sp_tmp=0.0; 1353 sp_tmp = 0.f;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1355 {
1203 float grace_tmp=0.0; 1356 float grace_tmp = 0.f;
1204 1357
1205 /* Got some extra bonus at first level */ 1358 /* Got some extra bonus at first level */
1206 if(i<2) { 1359 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else { 1361 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1211 +((float)grace_bonus[op->stats.Pow] + 1363
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1364 if (grace_tmp < 1.f)
1213 } 1365 grace_tmp = 1.f;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1366
1215 sp_tmp+=grace_tmp; 1367 sp_tmp += grace_tmp;
1216 } 1368 }
1369
1217 op->stats.maxgrace=(int)sp_tmp; 1370 stats.maxgrace = (sint16)sp_tmp;
1218 1371
1219 /* two grace points per level after 11 */ 1372 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1373 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1374 stats.maxgrace += 2;
1222 } 1375 }
1223 /* No limit on grace vs maxgrace */ 1376 /* No limit on grace vs maxgrace */
1224 1377
1225 if(op->contr->braced) { 1378 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1379 {
1380 ac += 2;
1381 wc += 4;
1382 }
1229 else 1383 else
1230 ac-=dex_bonus[op->stats.Dex]; 1384 ac -= dex_bonus[stats.Dex];
1231 1385
1232 /* In new exp/skills system, wc bonuses are related to 1386 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1387 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1388 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1389 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1390 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1391 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1392 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1393 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1394 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1395 * monster bonus the same as before. -b.t.
1242 */ 1396 */
1243 1397
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1398 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1399 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1400 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401
1246 for(i=1;i<wc_obj->level;i++) { 1402 for (i = 1; i < wc_obj->level; i++)
1403 {
1247 /* addtional wc every 6 levels */ 1404 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--; 1405 if (!(i % 6))
1406 wc--;
1407
1249 /* addtional dam every 4 levels. */ 1408 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1410 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1252 } 1411 }
1412 }
1253 } else 1413 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1414 wc -= level + thaco_bonus[stats.Str];
1255 1415
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1416 stats.dam += dam_bonus[stats.Str];
1257 1417
1258 if(op->stats.dam<1) 1418 if (stats.dam < 1)
1259 op->stats.dam=1; 1419 stats.dam = 1;
1260 1420
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1421 speed = 1.f + speed_bonus[stats.Dex];
1422
1262 if (settings.search_items && op->contr->search_str[0]) 1423 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1424 speed -= 1;
1425
1264 if (op->attacktype==0) 1426 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1427 attacktype = arch->clone.attacktype;
1266 1428
1267 } /* End if player */ 1429 } /* End if player */
1268 1430
1269 if(added_speed>=0) 1431 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1432 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1433 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1434 speed /= 1.f - added_speed;
1273 1435
1274 /* Max is determined by armour */ 1436 /* Max is determined by armour */
1275 if(op->speed>max) 1437 if (speed > max)
1276 op->speed=max; 1438 speed = max;
1277 1439
1278 if(op->type == PLAYER) { 1440 if (type == PLAYER)
1441 {
1279 /* f is a number the represents the number of kg above (positive num) 1442 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above 1443 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1444 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1445 * much above he is, and what is max carry is
1283 */ 1446 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1447 f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1449 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1450 }
1287 1451
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1452 speed += bonus_speed / 10.f; /* Not affected by limits */
1289 1453
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1454 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1456 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1457 speed = speed * speed_reduce_from_disease;
1294 1458
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1459 if (speed < 0.01f && type == PLAYER)
1460 speed = 0.01f;
1296 1461
1297 if(op->type == PLAYER) { 1462 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1463 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1464 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1465 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1466 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1467 * that would just be a real pain to read.
1304 */ 1468 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1469 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1470 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1471 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1472 float s = 2 - weapon_speed / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1473 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1475
1312 if(K<=0) K=0.01; 1476 K *= (4 + level) *1.2f / (6 + level);
1313 S=op->speed/(K*s); 1477
1478 if (K <= 0.f)
1479 K = 0.01f;
1480
1481 float S = speed / (K * s);
1482
1314 op->contr->weapon_sp=S; 1483 contr->weapon_sp = S;
1315 } 1484 }
1485
1316 /* I want to limit the power of small monsters with big weapons: */ 1486 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3; 1488 stats.dam = arch->clone.stats.dam * 3;
1320 1489
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1490 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits, 1491 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same. 1492 * so its value is the same.
1324 */ 1493 */
1325 if (wc>120) wc=120; 1494 if (wc > 120)
1326 else if (wc<-120) wc=-120; 1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1327 op->stats.wc=wc; 1499 stats.wc = wc;
1328 1500
1329 if (ac>120) ac=120; 1501 if (ac > 120)
1330 else if (ac<-120) ac=-120; 1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1331 op->stats.ac=ac; 1506 stats.ac = ac;
1332 1507
1333 /* if for some reason the creature doesn't have any move type, 1508 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1509 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1510 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1511 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1512 * one or the other.
1338 */ 1513 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1514 if (move_type == 0)
1515 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK;
1341 1518
1342 update_ob_speed(op); 1519 if (speed != old_speed)
1520 set_speed (speed);
1343 1521
1344 /* It is quite possible that a player's spell costing might have changed, 1522 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1523 * so we will check that now.
1346 */ 1524 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1525 if (type == PLAYER)
1526 {
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530
1531 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0;
1348} 1534}
1349 1535
1350/* 1536/*
1351 * Returns true if the given player is a legal class. 1537 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1538 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1539 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1540 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1541 * false otherwise.
1356 */ 1542 */
1357 1543int
1358int allowed_class(const object *op) { 1544allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1545{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1546 return op->stats.Dex > 0
1547 && op->stats.Str > 0
1548 && op->stats.Con > 0
1549 && op->stats.Int > 0
1550 && op->stats.Wis > 0
1551 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1552 && op->stats.Cha > 0;
1362} 1553}
1363 1554
1364/* 1555/*
1365 * set the new dragon name after gaining levels or 1556 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1557 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1560 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1561 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1562 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1563 * Please, anyone, write support for 'ext_title'.
1373 */ 1564 */
1565void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1566set_dragon_name (object *pl, const object *abil, const object *skin)
1567{
1375 int atnr=-1; /* attacknumber of highest level */ 1568 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1569 int level = 0; /* highest level */
1377 int i; 1570 int i;
1378 1571
1379 /* Perhaps do something more clever? */ 1572 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1573 if (!abil || !skin)
1381 1574 return;
1575
1382 /* first, look for the highest level */ 1576 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1577 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1578 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1579 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1580 {
1386 level = abil->resist[i]; 1581 level = abil->resist[i];
1387 atnr = i; 1582 atnr = i;
1388 } 1583 }
1389 } 1584 }
1390 1585
1391 /* now if there are equals at highest level, pick the one with focus, 1586 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1587 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1589 atnr = abil->stats.exp;
1396 1590
1397 level = (int)(level/5.); 1591 level = (int) (level / 5.);
1398 1592
1399 /* now set the new title */ 1593 /* now set the new title */
1400 if (pl->contr != NULL) { 1594 if (pl->contr != NULL)
1595 {
1401 if(level == 0) 1596 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1598 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1600 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1602 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else 1604 else
1605 {
1606 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1611 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1613 }
1418 } 1614 }
1419 1615
1420 strcpy(pl->contr->own_title, ""); 1616 strcpy (pl->contr->own_title, "");
1421} 1617}
1422 1618
1423/* 1619/*
1424 * This function is called when a dragon-player gains 1620 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1621 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1622 * or change the ability-focus.
1427 */ 1623 */
1624void
1428void dragon_level_gain(object *who) { 1625dragon_level_gain (object *who)
1626{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1627 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1628 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1629 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1630 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1631
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1632 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1636 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1637 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1638 if (tmp->arch->name == dragon_ability_force)
1438 abil = tmp; 1639 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1640 else if (tmp->arch->name == dragon_skin_force)
1440 skin = tmp; 1641 skin = tmp;
1441 } 1642
1442 }
1443 /* if the force is missing -> bail out */ 1643 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1644 if (abil == NULL)
1445 1645 return;
1646
1446 /* The ability_force keeps track of maximum level ever achieved. 1647 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1648 * New abilties can only be gained by surpassing this max level
1448 */ 1649 */
1449 if (who->level > abil->level) { 1650 if (who->level > abil->level)
1651 {
1450 /* increase our focused ability */ 1652 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1653 abil->resist[abil->stats.exp]++;
1452
1453 1654
1655
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1656 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1657 {
1455 /* time to hand out a new ability-gift */ 1658 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1659 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1660 }
1459 1661
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1662 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1663 {
1461 /* apply new ability focus */ 1664 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1665 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1666 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1667
1466 abil->stats.exp = abil->last_eat; 1668 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1669 abil->last_eat = 0;
1468 } 1670 }
1469 1671
1470 abil->level = who->level; 1672 abil->level = who->level;
1471 } 1673 }
1472 1674
1473 /* last but not least, set the new title for the dragon */ 1675 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1676 set_dragon_name (who, abil, skin);
1475} 1677}
1476 1678
1477/* Handy function - given the skill name skill_name, we find the skill 1679/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1680 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1681 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1682 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1683 * want to do something with it immediately.
1482 */ 1684 */
1685object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1686give_skill_by_name (object *op, const char *skill_name)
1484{ 1687{
1485 object *skill_obj; 1688 object *skill_obj;
1486 1689
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1691 if (!skill_obj)
1692 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1694 return NULL;
1491 } 1695 }
1492 /* clear the flag - exp goes into this bucket, but player 1696 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1697 * still doesn't know it.
1494 */ 1698 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1700 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1701 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1702 insert_ob_in_ob (skill_obj, op);
1703
1499 if (op->contr) { 1704 if (op->contr)
1705 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1502 } 1709 }
1710
1503 return skill_obj; 1711 return skill_obj;
1504} 1712}
1505 1713
1506 1714
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1715/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1716 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1717 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1718 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1719 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1720 * (eg, skill)
1513 */ 1721 */
1722void
1514void player_lvl_adj(object *who, object *op) { 1723player_lvl_adj (object *who, object *op)
1724{
1515 char buf[MAX_BUF]; 1725 char buf[MAX_BUF];
1516 1726
1517 if(!op) /* when rolling stats */ 1727 if (!op) /* when rolling stats */
1518 op = who; 1728 op = who;
1519 1729
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 {
1521 op->level++; 1732 op->level++;
1522 1733
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1735 dragon_level_gain (who);
1525 1736
1526 /* Only roll these if it is the player (who) that gained the level */ 1737 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1738 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 }
1744
1745 who->update_stats ();
1746 if (op->level > 1)
1531 } 1747 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1748 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750 else
1751 sprintf (buf, "You are now level %d.", op->level);
1752 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 }
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 {
1759 op->level--;
1760 who->update_stats ();
1761 if (op->type != PLAYER)
1548 } 1762 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 }
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1766 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1767 }
1768
1551 /* check if the spell data has changed */ 1769 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1771 esrv_update_spells (who->contr);
1553} 1772}
1554 1773
1555/* 1774/*
1556 * Returns how much experience is needed for a player to become 1775 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1776 * the given level. level should really never exceed max_level
1558 */ 1777 */
1559 1778
1779sint64
1560sint64 level_exp(int level,double expmul) { 1780level_exp (int level, double expmul)
1781{
1561 if (level > settings.max_level) 1782 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1563 return (sint64) (expmul * levels[level]); 1785 return (sint64) (expmul * levels[level]);
1564} 1786}
1565 1787
1566/* 1788/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1789 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1790 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1791 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1792 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1793 * this can now work on a much larger set of objects.
1572 */ 1794 */
1795void
1573void calc_perm_exp(object *op) 1796calc_perm_exp (object *op)
1574{ 1797{
1575 int p_exp_min; 1798 int p_exp_min;
1576 1799
1577 /* Ensure that our permanent experience minimum is met. 1800 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1801 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1802 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1803 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1804
1582 if (op->perm_exp < p_exp_min) 1805 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1806 op->perm_exp = p_exp_min;
1584 1807
1585 /* Cap permanent experience. */ 1808 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1809 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1810 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1811 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1812 op->perm_exp = MAX_EXPERIENCE;
1590} 1813}
1591
1592 1814
1593/* Add experience to a player - exp should only be positive. 1815/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1816 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1817 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1818 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1819 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1820 * flag is what to do if the player doesn't have the skill:
1599 */ 1821 */
1600 1822static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1824{
1603 object *skill_obj = NULL; 1825 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1826 sint64 limit, exp_to_add;
1605 int i; 1827 int i;
1606 1828
1607 /* prevents some forms of abuse. */ 1829 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1830 if (op->contr->braced)
1609 exp = exp / 5; 1831 exp /= 5;
1610 1832
1611 /* Try to find the matching skill. 1833 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1834 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1835 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1836 * the players inventory.
1615 */ 1837 */
1616 if (skill_name) 1838 if (skill_name)
1617 { 1839 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1841 skill_obj = op->chosen_skill;
1621 else 1842 else
1622 { 1843 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1844 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1846 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1847 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1848 break;
1629 } 1849 }
1630 1850
1649 exp_to_add = exp; 1869 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1870 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1871 if (exp_to_add > limit)
1652 exp_to_add = limit; 1872 exp_to_add = limit;
1653 1873
1654 ADD_EXP (op->stats.exp, 1874 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1875 if (settings.permanent_exp_ratio)
1658 { 1876 {
1659 ADD_EXP (op->perm_exp, 1877 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1878 calc_perm_exp (op);
1663 } 1879 }
1664 1880
1665 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1666 } 1882 }
1673 exp_to_add = limit; 1889 exp_to_add = limit;
1674 1890
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1891 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1892 if (settings.permanent_exp_ratio)
1677 { 1893 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1894 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1895 calc_perm_exp (skill_obj);
1681 } 1896 }
1682 1897
1683 player_lvl_adj (op, skill_obj); 1898 player_lvl_adj (op, skill_obj);
1684 } 1899 }
1690 * adjustments based on permanent exp and the like. 1905 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1906 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1907 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1908 * amount that should get subtract from the player.
1694 */ 1909 */
1910sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1911check_exp_loss (const object *op, sint64 exp)
1696{ 1912{
1697 sint64 del_exp; 1913 sint64 del_exp;
1698 1914
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1915 if (exp > op->stats.exp)
1916 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1917 if (settings.permanent_exp_ratio)
1918 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1920 if (del_exp < 0)
1921 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1922 if (exp > del_exp)
1923 exp = del_exp;
1704 } 1924 }
1705 return exp; 1925 return exp;
1706} 1926}
1707 1927
1928sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1929check_exp_adjust (const object *op, sint64 exp)
1709{ 1930{
1931 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1932 return check_exp_loss (op, exp);
1933 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1935}
1713 1936
1714 1937
1715/* Subtracts experience from player. 1938/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1945 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1946 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1947 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1948 * a postive number.
1726 */ 1949 */
1950static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1951subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1952{
1729 float fraction = (float) exp/(float) op->stats.exp; 1953 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1954 object *tmp;
1731 sint64 del_exp; 1955 sint64 del_exp;
1732 1956
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1957 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1958 if (tmp->type == SKILL && tmp->stats.exp)
1959 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1961 {
1736 del_exp = check_exp_loss(tmp, exp); 1962 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1963 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1964 player_lvl_adj (op, tmp);
1965 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1966 else if (flag != SK_SUBTRACT_SKILL_EXP)
1967 {
1740 /* only want to process other skills if we are not trying 1968 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1969 * to match a specific skill.
1742 */ 1970 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1972 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1973 player_lvl_adj (op, tmp);
1746 } 1974 }
1747 } 1975 }
1976
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1977 if (flag != SK_SUBTRACT_SKILL_EXP)
1978 {
1749 del_exp = check_exp_loss(op, exp); 1979 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1980 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1981 player_lvl_adj (op, NULL);
1752 } 1982 }
1753} 1983}
1754
1755
1756 1984
1757/* change_exp() - changes experience to a player/monster. This 1985/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1986 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1987 *
1760 * The exp passed is typically not modified much by this function - 1988 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1989 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1990 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1991 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1992 * these last two values are only used for players.
1765 */ 1993 */
1766 1994void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1995change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1996{
1769#ifdef EXP_DEBUG 1997#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1998 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1999#endif
1775#endif
1776 2000
1777 /* safety */ 2001 /* safety */
1778 if(!op) { 2002 if (!op)
2003 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 2004 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 2005 return;
1781 } 2006 }
1782 2007
1783 /* if no change in exp, just return - most of the below code 2008 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 2009 * won't do anything if the value is 0 anyways.
1785 */ 2010 */
1786 if (exp == 0) return; 2011 if (exp == 0)
2012 return;
1787 2013
1788 /* Monsters are easy - we just adjust their exp - we 2014 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 2015 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 2016 * the exp they have - the monsters exp represents what its
1791 * worth. 2017 * worth.
1792 */ 2018 */
1793 if(op->type != PLAYER) { 2019 if (op->type != PLAYER)
2020 {
1794 /* Sanity check */ 2021 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 2022 if (!QUERY_FLAG (op, FLAG_ALIVE))
2023 return;
1796 2024
1797 /* reset exp to max allowed value. We subtract from 2025 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 2027 * more than max exp, just return.
2028 */
2029 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
2030 {
2031 exp = MAX_EXPERIENCE - op->stats.exp;
2032 if (exp < 0)
2033 return;
2034 }
2035
2036 op->stats.exp += exp;
2037 }
2038 else
2039 { /* Players only */
2040 if (exp > 0)
2041 add_player_exp (op, exp, skill_name, flag);
2042 else
2043 /* note that when you lose exp, it doesn't go against
2044 * a particular skill, so we don't need to pass that
2045 * along.
1800 */ 2046 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2047 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 2048 }
1819} 2049}
1820 2050
1821/* Applies a death penalty experience, the size of this is defined by the 2051/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 2052 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2053 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2054 */
1825 2055void
1826void apply_death_exp_penalty(object *op) { 2056apply_death_exp_penalty (object *op)
2057{
1827 object *tmp; 2058 object *tmp;
1828 sint64 loss; 2059 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2062
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2063 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2064 if (tmp->type == SKILL && tmp->stats.exp)
2065 {
1834 2066
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2069
1838 /* With the revised exp system, you can get cases where 2070 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2071 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2072 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2073 * tables is a lot harder.
1842 */ 2074 */
1843 if (level_loss < 0) level_loss = 0; 2075 if (level_loss < 0)
2076 level_loss = 0;
1844 2077
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2079
1847 tmp->stats.exp -= loss; 2080 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2081 player_lvl_adj (op, tmp);
1849 } 2082 }
1850 2083
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2086 if (level_loss < 0)
2087 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2089
1856 op->stats.exp -= loss; 2090 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2091 player_lvl_adj (op, NULL);
1858} 2092}
1859 2093
1860/* This function takes an object (monster/player, op), and 2094/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2095 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2096 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2097 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2098 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2099 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2100 */
2101int
1867int did_make_save(const object *op, int level, int bonus) 2102did_make_save (const object *op, int level, int bonus)
1868{ 2103{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2104 if (level > MAX_SAVE_LEVEL)
2105 level = MAX_SAVE_LEVEL;
1870 2106
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2107 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2108 return 0;
2109
2110 return 1;
1874} 2111}
1875

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