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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex 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
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 236
276/* 237/*
277 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 239 * is added to the specified stat.
279 */ 240 */
280
281void 241void
282change_attr_value(living *stats,int attr,sint8 value) { 242change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 243{
284 switch(attr) { 244 stats->stat (attr) += value;
285 case STR: 245}
286 stats->Str+=value; 246
287 break; 247sint8 &
288 case DEX: 248living::stat (int index)
289 stats->Dex+=value; 249{
290 break; 250 switch (index)
291 case CON: 251 {
292 stats->Con+=value; 252 case STR: return Str;
293 break; 253 case DEX: return Dex;
294 case WIS: 254 case CON: return Con;
295 stats->Wis+=value; 255 case INT: return Int;
296 break; 256 case WIS: return Wis;
297 case POW: 257 case POW: return Pow;
298 stats->Pow+=value; 258 case CHA: return Cha;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 } 259 }
309}
310 260
311/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
312 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
313 */ 263 return dummy;
264}
314 265
315sint8 266sint8
316get_attr_value(const living *stats,int attr) { 267living::stat (int index) const
317 switch(attr) { 268{
318 case STR: 269 switch (index)
319 return(stats->Str); 270 {
320 case DEX: 271 case STR: return Str;
321 return(stats->Dex); 272 case DEX: return Dex;
322 case CON: 273 case CON: return Con;
323 return(stats->Con); 274 case INT: return Int;
324 case WIS: 275 case WIS: return Wis;
325 return(stats->Wis); 276 case POW: return Pow;
326 case CHA: 277 case CHA: return Cha;
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 } 278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
333 return 0; 282 return dummy;
334} 283}
335 284
336/* 285/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 287 * 1-30 stat limit.
339 */ 288 */
340 289void
341void check_stat_bounds(living *stats) { 290check_stat_bounds (living *stats)
342 int i,v; 291{
343 for(i=0;i<NUM_STATS;i++) 292 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 293 {
345 set_attr_value(stats,i,MAX_STAT); 294 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 296 }
348} 297}
349 298
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 300
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 304 */
356#define DIFF_MSG(flag, msg1, msg2) \ 305#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 307
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309
360/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 311 * the object.
362 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 313 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 315 * 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 316 * 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 317 * 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 318 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 319 * that gives them that ability.
370 */ 320 */
321int
371int change_abil(object *op, object *tmp) { 322change_abil (object *op, object *tmp)
323{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0;
373 object refop;
374 char message[MAX_BUF]; 325 char message[MAX_BUF];
375 int potion_max=0; 326 int potion_max = 0;
376 327
377 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
380 */ 331 */
381 memcpy(&refop, op, sizeof(object)); 332 object_copy refop = *op;
382 333
383 if(op->type==PLAYER) { 334 if (op->type == PLAYER)
335 {
384 if (tmp->type==POTION) { 336 if (tmp->type == POTION)
337 {
385 potion_max=1; 338 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 339 for (j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 340 {
341 int nstat, ostat;
388 342
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 343 ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 344 i = tmp->stats.stat (j);
391 345
392 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 347 nstat = flag * i + ostat;
394 348
395 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 350 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
398 * to allow for that. 352 * to allow for that.
399 */ 353 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 354 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 355 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
403 } 357 nstat = 20 + op->arch->clone.stats.stat (j);
404 if (nstat != ostat) { 358
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 359 if (nstat != ostat)
406 potion_max=0; 360 {
407 } 361 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 362 potion_max = 0;
363 }
364 else if (i)
365 {
409 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 367 potion_max = 1;
411 } 368 }
412 } 369 }
370
413 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 373 * recalculates this anyway.
416 */ 374 */
417 for(j=0;j<NUM_STATS;j++) 375 for (j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
419 check_stat_bounds(&(op->stats)); 378 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 379 } /* end of potion handling code */
421 } 380 }
422 381
423 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
424 * everything to set 383 * everything to set
425 */ 384 */
426 if(flag == -1) { 385 if (flag == -1)
386 {
427 op->attacktype&=~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 392 * and not the other move_ fields.
433 */ 393 */
434 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
435 } 395 }
436 396
437 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
439 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
440 */ 400 */
441 fix_player(op); 401 op->update_stats ();
442 402
443 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 404 * print out message if this is a bow.
445 */ 405 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 407 {
408 success = 1;
409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
410 }
411
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 413 {
414 success = 1;
415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
416 }
417
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 419 {
420 success = 1;
421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
422 }
423
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 425 {
426 success = 1;
427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
428 }
429
466 /* movement type has changed. We don't care about cases where 430 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 431 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 432 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 433 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 434 * from fly high)
471 */ 435 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 436 if (tmp->move_type && op->move_type != refop.move_type)
473 success=1; 437 {
438 success = 1;
474 439
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 440 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 441 * status doesn't make a difference if you are flying high
477 */ 442 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 443 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
444 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 445 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 446 }
481 447
482 if (tmp->move_type & MOVE_FLY_HIGH) { 448 if (tmp->move_type & MOVE_FLY_HIGH)
449 {
483 /* double conditional - second case covers if you have move_fly_low - 450 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 451 * in that case, you don't actually land
485 */ 452 */
486 DIFF_MSG(flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 455 }
489 } 456
490 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 459
493 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 461 check_move_on (op, op);
495 } 462 }
496 463
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 464 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 465 * originally undead may change their status
499 */ 466 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
469 {
502 success=1; 470 success = 1;
503 if(flag>0) { 471 if (flag > 0)
504 if(op->race) free_string(op->race); 472 {
505 op->race=add_string("undead"); 473 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 475 }
508 if(op->race) free_string(op->race); 476 else
509 if(op->arch->clone.race) 477 {
510 op->race=add_string(op->arch->clone.race); 478 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 }
514 } 481 }
515 }
516 482
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 484 {
485 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 487 }
488
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 490 {
491 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 493 }
494
525 /* blinded you can tell if more blinded since blinded player has minimal 495 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 496 * vision
527 */ 497 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 498 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 499 {
530 if(flag>0) { 500 success = 1;
501 if (flag > 0)
502 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 503 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 505 else
506 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 507 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 508 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 509 if (op->type == PLAYER)
537 op->contr->do_los=1; 510 op->contr->do_los = 1;
511 }
512 }
513 else
514 {
515 if (QUERY_FLAG (op, FLAG_WIZ))
516 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
517 else
518 {
519 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
520 CLEAR_FLAG (op, FLAG_BLIND);
521 if (op->type == PLAYER)
522 op->contr->do_los = 1;
523 }
524 }
538 } 525 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 526
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 527 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 528 {
529 success = 1;
553 if(op->type==PLAYER) 530 if (op->type == PLAYER)
554 op->contr->do_los=1; 531 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 532 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 533 }
557 534
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 535 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 536 {
560 if(flag>0) { 537 success = 1;
538 if (flag > 0)
539 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 540 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 541 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 542 else
543 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 544 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 545 if (op->type == PLAYER)
566 op->contr->do_los=1; 546 op->contr->do_los = 1;
547 }
548 }
549 else
550 {
551 if (QUERY_FLAG (op, FLAG_WIZ))
552 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
553 else
554 {
555 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
556 if (op->type == PLAYER)
557 op->contr->do_los = 1;
558 }
559 }
567 } 560 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 561
579 if(tmp->stats.luck) { 562 if (tmp->stats.luck)
580 success=1; 563 {
564 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 565 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 566 }
583 567
584 if(tmp->stats.hp && op->type==PLAYER) { 568 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 569 {
570 success = 1;
571 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
572 }
589 573
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 574 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 575 {
576 success = 1;
577 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
578 }
595 579
596 /* for the future when artifacts set this -b.t. */ 580 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 581 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 582 {
583 success = 1;
584 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
585 }
602 586
603 if(tmp->stats.food && op->type==PLAYER) { 587 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 588 {
589 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
591 }
608 592
609 /* Messages for changed resistance */ 593 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 594 for (i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 595 {
613 if (op->resist[i] != refop.resist[i]) { 596 if (i == ATNR_PHYSICAL)
614 success=1; 597 continue; /* Don't display about armour */
598
615 if (op->resist[i] > refop.resist[i]) 599 if (op->resist[i] != refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621 600 {
601 success = 1;
602 if (op->resist[i] > refop.resist[i])
603 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
604 else
605 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
606
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 608 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 609 }
632 } 610
611 if (!potion_max)
633 } 612 {
613 for (j = 0; j < NUM_STATS; j++)
614 {
615 if ((i = tmp->stats.stat (j)))
616 {
617 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 }
620 }
621 }
622
634 return success; 623 return success;
635} 624}
636 625
637/* 626/*
638 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 629 */
641 630void
642void drain_stat(object *op) { 631object::drain_stat ()
632{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
644} 634}
645 635
636void
646void drain_specific_stat(object *op, int deplete_stats) { 637object::drain_specific_stat (int deplete_stats)
638{
647 object *tmp; 639 object *tmp;
648 archetype *at; 640 archetype *at;
649 641
650 at = find_archetype(ARCH_DEPLETION); 642 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 643 if (!at)
644 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 645 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 646 return;
647 }
654 } else { 648 else
649 {
655 tmp = present_arch_in_ob(at, op); 650 tmp = present_arch_in_ob (at, this);
651
656 if (!tmp) { 652 if (!tmp)
653 {
657 tmp = arch_to_object(at); 654 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 655 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 656 SET_FLAG (tmp, FLAG_APPLIED);
660 } 657 }
661 } 658 }
662 659
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 661 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 662 update_stats ();
666} 663}
667 664
668/* 665/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 666 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 667 * via an applied bad_luck object.
671 */ 668 */
672 669void
673void change_luck(object *op, int value) { 670object::change_luck (int value)
674 object *tmp; 671{
675 archetype *at; 672 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 673 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 674 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 675 else
676 {
682 tmp = present_arch_in_ob(at, op); 677 object *tmp = present_arch_in_ob (at, this);
678
683 if (!tmp) { 679 if (!tmp)
680 {
681 if (!value)
682 return;
683
684 tmp = arch_to_object (at);
685 tmp = insert_ob_in_ob (tmp, this);
686 SET_FLAG (tmp, FLAG_APPLIED);
687 }
688
684 if (!value) 689 if (value)
685 return; 690 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 691 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 692 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 693 * in op itself).
694 */ 694 */
695 new_luck = tmp->stats.luck+value; 695 int new_luck = tmp->stats.luck + value;
696
696 if (new_luck >= -100 && new_luck <= 100) { 697 if (new_luck >= -100 && new_luck <= 100)
698 {
697 op->stats.luck+=value; 699 stats.luck += value;
698 tmp->stats.luck = new_luck; 700 tmp->stats.luck = new_luck;
701 }
699 } 702 }
700 } else { 703 else
704 {
701 if (!tmp->stats.luck) { 705 if (!tmp->stats.luck)
702 return; 706 return;
703 } 707
704 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
706 */ 710 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
712 {
708 int diff = tmp->stats.luck>0?-1:1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
714
709 op->stats.luck += diff; 715 stats.luck += diff;
710 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
717 }
711 } 718 }
712 }
713 } 719 }
714} 720}
715 721
716/* 722/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 723 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 724 */
719 725void
720void remove_statbonus(object *op) { 726object::remove_statbonus ()
727{
721 op->stats.Str -= op->arch->clone.stats.Str; 728 stats.Str -= arch->clone.stats.Str;
722 op->stats.Dex -= op->arch->clone.stats.Dex; 729 stats.Dex -= arch->clone.stats.Dex;
723 op->stats.Con -= op->arch->clone.stats.Con; 730 stats.Con -= arch->clone.stats.Con;
724 op->stats.Wis -= op->arch->clone.stats.Wis; 731 stats.Wis -= arch->clone.stats.Wis;
725 op->stats.Pow -= op->arch->clone.stats.Pow; 732 stats.Pow -= arch->clone.stats.Pow;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 733 stats.Cha -= arch->clone.stats.Cha;
727 op->stats.Int -= op->arch->clone.stats.Int; 734 stats.Int -= arch->clone.stats.Int;
735
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 736 contr->orig_stats.Str -= arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 738 contr->orig_stats.Con -= arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 742 contr->orig_stats.Int -= arch->clone.stats.Int;
735} 743}
736 744
737/* 745/*
738 * Adds stat-bonuses given by the class which the player has chosen. 746 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 747 */
740 748void
741void add_statbonus(object *op) { 749object::add_statbonus ()
750{
742 op->stats.Str += op->arch->clone.stats.Str; 751 stats.Str += arch->clone.stats.Str;
743 op->stats.Dex += op->arch->clone.stats.Dex; 752 stats.Dex += arch->clone.stats.Dex;
744 op->stats.Con += op->arch->clone.stats.Con; 753 stats.Con += arch->clone.stats.Con;
745 op->stats.Wis += op->arch->clone.stats.Wis; 754 stats.Wis += arch->clone.stats.Wis;
746 op->stats.Pow += op->arch->clone.stats.Pow; 755 stats.Pow += arch->clone.stats.Pow;
747 op->stats.Cha += op->arch->clone.stats.Cha; 756 stats.Cha += arch->clone.stats.Cha;
748 op->stats.Int += op->arch->clone.stats.Int; 757 stats.Int += arch->clone.stats.Int;
758
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 759 contr->orig_stats.Str += arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 760 contr->orig_stats.Dex += arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 761 contr->orig_stats.Con += arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 762 contr->orig_stats.Wis += arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 763 contr->orig_stats.Pow += arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 764 contr->orig_stats.Cha += arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 765 contr->orig_stats.Int += arch->clone.stats.Int;
756} 766}
757 767
758/* 768/*
759 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
764 */ 774 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
767 */ 777 */
768 778void
769void fix_player(object *op) { 779object::update_stats ()
780{
770 int i,j; 781 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 783 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
777 788
778 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 790 if (type == PLAYER)
791 {
780 for(i=0;i<NUM_STATS;i++) { 792 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 793 stats.stat (i) = contr->orig_stats.stat (i);
782 } 794
783 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 796 contr->encumbrance = 0;
785 797
786 op->attacktype=0; 798 attacktype = 0;
787 op->contr->digestion = 0; 799
788 op->contr->gen_hp = 0; 800 contr->digestion = 0;
789 op->contr->gen_sp = 0; 801 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 802 contr->gen_sp = 0;
803 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 805 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 806 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 807
805 if(op->slaying!=NULL) { 808 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 809 slot[i].used = slot[i].info;
807 op->slaying=NULL; 810
808 } 811 slaying = 0;
812
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 813 if (!QUERY_FLAG (this, FLAG_WIZ))
814 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 815 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 817 }
813 818
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 819 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 820 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 821 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 822
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827
826 op->path_attuned=op->arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
831 op->chosen_skill = NULL; 834 chosen_skill = 0;
832 835
833 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
834 * archetype clone 837 * archetype clone
835 */ 838 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 840
838 for (i=0;i<NROFATTACKS;i++) { 841 for (i = 0; i < NROFATTACKS; i++)
842 {
839 if (op->resist[i] > 0) 843 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 844 prot[i] = resist[i], vuln[i] = 0;
841 else 845 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
843 potion_resist[i]=0; 848 potion_resist[i] = 0;
844 } 849 }
845 850
846 wc=op->arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
848 853
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 854 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 855 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 856 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise, 857 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find 858 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 859 * that their protection from physical goes down
855 */ 860 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 863 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 865 }
860 else 866 else
861 ac=op->arch->clone.stats.ac; 867 ac = arch->clone.stats.ac;
862 868
863 op->stats.luck=op->arch->clone.stats.luck; 869 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 870 speed = arch->clone.speed;
865 871
866 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
868 */ 874 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 875 for (tmp = inv; tmp; tmp = tmp->below)
876 {
871 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
873 */ 879 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 880 if (tmp->glow_radius > glow_radius)
881 glow_radius = tmp->glow_radius;
875 882
876 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 885 * then calls this function.
879 */ 886 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 888 continue;
882 }
883 889
884 /* For some things, we don't care what is equipped */ 890 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 891 if (tmp->type == SKILL)
892 {
886 /* Want to take the highest skill here. */ 893 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 894 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 895 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 896 if (!mana_obj)
890 } 897 mana_obj = tmp;
898 else if (tmp->level > mana_obj->level)
899 mana_obj = tmp;
900 }
901
891 if (IS_GRACE_SKILL(tmp->subtype)) { 902 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 903 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 904 if (!grace_obj)
894 } 905 grace_obj = tmp;
895 } 906 else if (tmp->level > grace_obj->level)
907 grace_obj = tmp;
908 }
909 }
896 910
897 /* Container objects are not meant to adjust a players, but other applied 911 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 912 * objects need to make adjustments.
899 * This block should handle all player specific changes 913 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 914 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
904 * up, etc. 918 * up, etc.
905 */ 919 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 921 && tmp->type != CONTAINER
908 if(op->type==PLAYER) { 922 && tmp->type != CLOSE_CON)
909 if (tmp->type == BOW) 923 || (tmp->type == SKILL
910 op->contr->ranges[range_bow] = tmp; 924 && tmp->subtype == SK_PRAYING))
925 {
926 if (type == PLAYER)
927 {
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
930 continue;
911 931
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 932 for (i = 0; i < NUM_STATS; i++)
913 op->contr->ranges[range_misc] = tmp; 933 change_attr_value (&stats, i, tmp->stats.stat (i));
914 934
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
921 */ 938 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
929 (tmp->type == SKILL)) { 946 tmp->type == SKILL)
947 {
930 op->contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
936 } 954 }
937 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
938 961
939 /* Update slots used for items */ 962 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
943 }
944 966
945 if(tmp->type==SYMPTOM) { 967 if (tmp->type == SYMPTOM)
968 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 970
971 if (speed_reduce_from_disease == 0)
972 speed_reduce_from_disease = 1;
973 }
974
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 979 */
955 if (tmp->type != POTION) { 980 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 981 {
982 for (i = 0; i < NROFATTACKS; i++)
983 {
957 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
959 */ 986 */
960 if (tmp->type==POTION_EFFECT) { 987 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 988 {
989 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 991 else
964 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
965 } 993 }
966 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 998 }
971 } 999 }
972 1000
973 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 1003 || current_weapon == tmp)
1004 {
1005 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck;
1011 }
976 1012
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
990 1020
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 1022 SET_FLAG (this, FLAG_UNDEAD);
993 1023
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS); 1025 {
996 op->invisible=1; 1026 SET_FLAG (this, FLAG_MAKE_INVIS);
997 } 1027 invisible = 1;
1028 }
998 1029
999 if(tmp->stats.exp && tmp->type!=SKILL) { 1030 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 1031 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 1032 if (tmp->stats.exp > 0)
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 1033 {
1003 } else 1034 added_speed += tmp->stats.exp / 3.f;
1004 added_speed+=(float)tmp->stats.exp; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1005 } 1036 }
1037 else
1038 added_speed += tmp->stats.exp;
1039 }
1006 1040
1007 switch(tmp->type) { 1041 switch (tmp->type)
1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1008 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1010 case SKILL: 1054 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1056 break;
1012 1057
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1014 1060
1015 if (op->chosen_skill) { 1061 if (chosen_skill)
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1017 } 1063
1018 op->chosen_skill = tmp; 1064 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1065
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1066 if (tmp->stats.dam > 0)
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1067 { /* skill is a 'weapon' */
1022 if(weapon_speed<0) weapon_speed = 0; 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_weight=tmp->weight; 1069 weapon_speed = WEAPON_SPEED (tmp);
1070
1071 if (weapon_speed < 0)
1072 weapon_speed = 0;
1073
1074 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029 1076
1030 if(tmp->slaying!=NULL) { 1077 if (tmp->magic)
1031 if (op->slaying != NULL) 1078 stats.dam += tmp->magic;
1032 free_string (op->slaying); 1079 }
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1080
1036 if(tmp->stats.ac) 1081 if (tmp->stats.wc)
1037 ac-=(tmp->stats.ac+tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1083
1084 if (tmp->slaying)
1085 slaying = tmp->slaying;
1086
1087 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic;
1089
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043 1092
1044 case SKILL_TOOL: 1093 break;
1045 if (op->chosen_skill) { 1094
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1098
1053 case SHIELD: 1099 chosen_skill = tmp;
1100 break;
1101
1102 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1105 case RING:
1057 case AMULET: 1106 case AMULET:
1058 case GIRDLE: 1107 case GIRDLE:
1059 case HELMET: 1108 case HELMET:
1060 case BOOTS: 1109 case BOOTS:
1061 case GLOVES: 1110 case GLOVES:
1062 case CLOAK: 1111 case CLOAK:
1063 if(tmp->stats.wc) 1112 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1114
1115 if (tmp->stats.dam)
1116 stats.dam += tmp->stats.dam + tmp->magic;
1117
1118 if (tmp->stats.ac)
1119 ac -= tmp->stats.ac + tmp->magic;
1120
1121 break;
1122
1123 case BOW:
1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1127 wc -= tmp->stats.wc + tmp->magic;
1128
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1131
1132 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1133 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1135
1079 if(tmp->slaying!=NULL) { 1136 if (weapon_speed < 0)
1080 if (op->slaying != NULL) 1137 weapon_speed = 0;
1081 free_string (op->slaying); 1138
1082 add_refcount(op->slaying = tmp->slaying); 1139 slaying = tmp->slaying;
1083 } 1140
1084 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1086 * go. 1143 * go.
1087 */ 1144 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098 1145
1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1150
1151 break;
1152
1099 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000; 1155 contr->encumbrance += tmp->weight / 1000;
1102 1156
1103 case BRACERS: 1157 case BRACERS:
1104 case FORCE: 1158 case FORCE:
1105 if(tmp->stats.wc) { 1159 if (tmp->stats.wc)
1106 if(best_wc<tmp->stats.wc+tmp->magic) { 1160 {
1107 wc+=best_wc; 1161 if (best_wc < tmp->stats.wc + tmp->magic)
1108 best_wc=tmp->stats.wc+tmp->magic; 1162 {
1109 } else 1163 wc += best_wc;
1110 wc+=tmp->stats.wc+tmp->magic; 1164 best_wc = tmp->stats.wc + tmp->magic;
1111 } 1165 }
1112 if(tmp->stats.ac) { 1166 else
1113 if(best_ac<tmp->stats.ac+tmp->magic) { 1167 wc += tmp->stats.wc + tmp->magic;
1168 }
1169
1170 if (tmp->stats.ac)
1171 {
1172 if (best_ac < tmp->stats.ac + tmp->magic)
1173 {
1114 ac+=best_ac; /* Remove last bonus */ 1174 ac += best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic; 1175 best_ac = tmp->stats.ac + tmp->magic;
1116 } 1176 }
1117 else /* To nullify the below effect */ 1177 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic; 1178 ac += tmp->stats.ac + tmp->magic;
1119 } 1179 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic); 1180
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic); 1181 if (tmp->stats.wc)
1182 wc -= (tmp->stats.wc + tmp->magic);
1183
1184 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic);
1186
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1123 max=ARMOUR_SPEED(tmp)/10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128 1189
1190 break;
1191 } /* switch tmp->type */
1192 } /* item is equipped */
1193 } /* for loop of items */
1194
1129 /* We've gone through all the objects the player has equipped. For many things, we 1195 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1196 * have generated intermediate values which we now need to assign.
1131 */ 1197 */
1132 1198
1133 /* 'total resistance = total protections - total vulnerabilities'. 1199 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1200 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1201 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1202 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1203 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1204 */
1139 for (i=0; i<NROFATTACKS; i++) { 1205 for (i = 0; i < NROFATTACKS; i++)
1206 {
1140 op->resist[i] = prot[i] - vuln[i]; 1207 resist[i] = prot[i] - vuln[i];
1208
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i]; 1210 resist[i] = potion_resist[i];
1144 } 1211 }
1145 1212
1146 /* Figure out the players sp/mana/hp totals. */ 1213 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) { 1214 if (type == PLAYER)
1215 {
1148 int pl_level; 1216 int pl_level;
1149 1217
1150 check_stat_bounds(&(op->stats)); 1218 check_stat_bounds (&(stats));
1151 pl_level=op->level; 1219 pl_level = level;
1152 1220
1221 if (pl_level < 1)
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1223
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1224 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1226 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1228 {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230
1160 if(i%2 && con_bonus[op->stats.Con]%2) { 1231 if (i % 2 && con_bonus[stats.Con] % 2)
1161 if (con_bonus[op->stats.Con]>0) 1232 {
1162 j++; 1233 if (con_bonus[stats.Con] > 0)
1163 else 1234 j++;
1164 j--; 1235 else
1165 } 1236 j--;
1237 }
1238
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1167 } 1240 }
1168 1241
1169 for(i=11;i<=op->level;i++) 1242 for (i = 11; i <= level; i++)
1170 op->stats.maxhp+=2; 1243 stats.maxhp += 2;
1171 1244
1172 if(op->stats.hp>op->stats.maxhp) 1245 if (stats.hp > stats.maxhp)
1173 op->stats.hp=op->stats.maxhp; 1246 stats.hp = stats.maxhp;
1174 1247
1175 /* Sp gain is controlled by the level of the player's 1248 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above) 1249 * relevant experience object (mana_obj, see above)
1177 */ 1250 */
1178 /* following happen when skills system is not used */ 1251 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op; 1252 if (!mana_obj)
1180 if(!grace_obj) grace_obj = op; 1253 mana_obj = this;
1254
1255 if (!grace_obj)
1256 grace_obj = this;
1257
1181 /* set maxsp */ 1258 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1259 if (!mana_obj || !mana_obj->level || type != PLAYER)
1260 mana_obj = this;
1183 1261
1184 if (mana_obj == op && op->type == PLAYER) { 1262 if (mana_obj == this && type == PLAYER)
1185 op->stats.maxsp = 1; 1263 stats.maxsp = 1;
1186 } else { 1264 else
1187 sp_tmp=0.0; 1265 {
1266 sp_tmp = 0.f;
1267
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1189 float stmp; 1269 {
1270 float stmp;
1190 1271
1191 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1192 if(i<2) { 1273 if (i < 2)
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1194 (float)sp_bonus[op->stats.Int])/6.0); 1275 else
1195 } else { 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204 1277
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp;
1282 }
1283
1284 stats.maxsp = (sint16)sp_tmp;
1285
1205 for(i=11;i<=mana_obj->level;i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1206 op->stats.maxsp+=2; 1287 stats.maxsp += 2;
1207 } 1288 }
1208 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2) 1290 if (stats.sp > stats.maxsp * 2)
1210 op->stats.sp=op->stats.maxsp*2; 1291 stats.sp = stats.maxsp * 2;
1211 1292
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1294 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this;
1214 1296
1215 if (grace_obj == op && op->type == PLAYER) { 1297 if (grace_obj == this && type == PLAYER)
1216 op->stats.maxgrace = 1; 1298 stats.maxgrace = 1;
1217 } else { 1299 else
1300 {
1218 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1222 */ 1305 */
1223 sp_tmp=0.0; 1306 sp_tmp = 0.f;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1225 float grace_tmp=0.0; 1308 {
1309 float grace_tmp = 0.f;
1226 1310
1227 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1228 if(i<2) { 1312 if (i < 2)
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1314 else
1231 } else { 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240 1316
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp;
1321 }
1322
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1241 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1243 op->stats.maxgrace+=2; 1327 stats.maxgrace += 2;
1244 } 1328 }
1245 /* No limit on grace vs maxgrace */ 1329 /* No limit on grace vs maxgrace */
1246 1330
1247 if(op->contr->braced) { 1331 if (contr->braced)
1248 ac+=2; 1332 {
1249 wc+=4; 1333 ac += 2;
1250 } 1334 wc += 4;
1251 else 1335 }
1336 else
1252 ac-=dex_bonus[op->stats.Dex]; 1337 ac -= dex_bonus[stats.Dex];
1253 1338
1254 /* In new exp/skills system, wc bonuses are related to 1339 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj) 1340 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t. 1341 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better 1342 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that 1343 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1 1344 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So 1345 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam 1346 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the 1347 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1264 */ 1349 */
1265 1350
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1352 {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1268 for(i=1;i<wc_obj->level;i++) { 1355 for (i = 1; i < wc_obj->level; i++)
1356 {
1269 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--; 1358 if (!(i % 6))
1359 wc--;
1360
1271 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1274 } 1364 }
1275 } else 1365 }
1366 else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1277 1368
1278 op->stats.dam+=dam_bonus[op->stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1279 1370
1280 if(op->stats.dam<1) 1371 if (stats.dam < 1)
1281 op->stats.dam=1; 1372 stats.dam = 1;
1282 1373
1283 op->speed=1.0+speed_bonus[op->stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1375
1284 if (settings.search_items && op->contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1285 op->speed -= 1; 1377 speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288 1378
1289 } /* End if player */ 1379 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype;
1290 1381
1382 } /* End if player */
1383
1291 if(added_speed>=0) 1384 if (added_speed >= 0)
1292 op->speed+=added_speed/10.0; 1385 speed += added_speed / 10.f;
1293 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed); 1387 speed /= 1.f - added_speed;
1295 1388
1296 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1297 if(op->speed>max) 1390 if (speed > max)
1298 op->speed=max; 1391 speed = max;
1299 1392
1300 if(op->type == PLAYER) { 1393 if (type == PLAYER)
1394 {
1301 /* f is a number the represents the number of kg above (positive num) 1395 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above 1396 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1305 */ 1399 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1401 if (f > 0)
1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1308 } 1403 }
1309 1404
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1311 1406
1312 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */ 1409 */
1315 op->speed = op->speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1316 1411
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1412 if (speed < 0.01f && type == PLAYER)
1413 speed = 0.01f;
1318 1414
1319 if(op->type == PLAYER) { 1415 if (type == PLAYER)
1320 float M,W,s,D,K,S,M2; 1416 {
1321
1322 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1326 */ 1421 */
1327 M=(max_carry[op->stats.Str]-121)/121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1328 M2=max_carry[op->stats.Str]/100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1329 W=weapon_weight/20000.0; 1424 float W = weapon_weight / 20000.f;
1330 s=2-weapon_speed/10.0; 1425 float s = 2 - weapon_speed / 10.f;
1331 D=(op->stats.Dex-14)/14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2; 1428
1334 if(K<=0) K=0.01; 1429 K *= (4 + level) *1.2f / (6 + level);
1335 S=op->speed/(K*s); 1430
1336 op->contr->weapon_sp=S; 1431 if (K <= 0.f)
1432 K = 0.01f;
1433
1434 float S = speed / (K * s);
1435
1436 contr->weapon_sp = S;
1337 } 1437 }
1438
1338 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&& 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1340 op->stats.dam>op->arch->clone.stats.dam*3) 1441 stats.dam = arch->clone.stats.dam * 3;
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342 1442
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same. 1445 * so its value is the same.
1346 */ 1446 */
1347 if (wc>120) wc=120; 1447 if (wc > 120)
1348 else if (wc<-120) wc=-120; 1448 wc = 120;
1449 else if (wc < -120)
1450 wc = -120;
1451
1349 op->stats.wc=wc; 1452 stats.wc = wc;
1350 1453
1351 if (ac>120) ac=120; 1454 if (ac > 120)
1352 else if (ac<-120) ac=-120; 1455 ac = 120;
1456 else if (ac < -120)
1457 ac = -120;
1458
1353 op->stats.ac=ac; 1459 stats.ac = ac;
1354 1460
1355 /* if for some reason the creature doesn't have any move type, 1461 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default. 1462 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the 1463 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just 1464 * old behaviour - if your flying, your not walking - just
1359 * one or the other. 1465 * one or the other.
1360 */ 1466 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK; 1467 if (move_type == 0)
1468 move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK;
1363 1471
1364 update_ob_speed(op); 1472 if (speed != old_speed)
1473 set_speed (speed);
1365 1474
1366 /* It is quite possible that a player's spell costing might have changed, 1475 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now. 1476 * so we will check that now.
1368 */ 1477 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr); 1478 if (type == PLAYER)
1479 {
1480 esrv_update_stats (contr);
1481 esrv_update_spells (contr);
1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1370} 1487}
1371 1488
1372/* 1489/*
1373 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1492 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1493 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1494 * false otherwise.
1378 */ 1495 */
1379 1496int
1380int allowed_class(const object *op) { 1497allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1498{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1499 return op->stats.Dex > 0
1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1505 && op->stats.Cha > 0;
1384} 1506}
1385 1507
1386/* 1508/*
1387 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1391 * Note that the title is written to 'own_title' in the 1513 * Note that the title is written to 'own_title' in the
1392 * player struct. This should be changed to 'ext_title' 1514 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this! 1515 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'. 1516 * Please, anyone, write support for 'ext_title'.
1395 */ 1517 */
1518void
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1519set_dragon_name (object *pl, const object *abil, const object *skin)
1520{
1397 int atnr=-1; /* attacknumber of highest level */ 1521 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1522 int level = 0; /* highest level */
1399 int i; 1523 int i;
1400 1524
1401 /* Perhaps do something more clever? */ 1525 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1526 if (!abil || !skin)
1403 1527 return;
1528
1404 /* first, look for the highest level */ 1529 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1530 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1531 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1532 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1533 {
1408 level = abil->resist[i]; 1534 level = abil->resist[i];
1409 atnr = i; 1535 atnr = i;
1410 } 1536 }
1411 } 1537 }
1412 1538
1413 /* now if there are equals at highest level, pick the one with focus, 1539 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1540 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1541 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1542 atnr = abil->stats.exp;
1418 1543
1419 level = (int)(level/5.); 1544 level = (int) (level / 5.);
1420 1545
1421 /* now set the new title */ 1546 /* now set the new title */
1422 if (pl->contr != NULL) { 1547 if (pl->contr != NULL)
1548 {
1423 if(level == 0) 1549 if (level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1550 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1) 1551 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1552 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1427 else if (level == 2) 1553 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1554 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1429 else if (level == 3) 1555 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1556 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1431 else {
1432 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50)
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437 else 1557 else
1558 {
1559 /* special titles for extra high resistance! */
1560 if (skin->resist[atnr] > 80)
1561 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1562 else if (skin->resist[atnr] > 50)
1563 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1564 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1565 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1439 } 1566 }
1440 } 1567 }
1441 1568
1442 strcpy(pl->contr->own_title, ""); 1569 strcpy (pl->contr->own_title, "");
1443} 1570}
1444 1571
1445/* 1572/*
1446 * This function is called when a dragon-player gains 1573 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1574 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1575 * or change the ability-focus.
1449 */ 1576 */
1577void
1450void dragon_level_gain(object *who) { 1578dragon_level_gain (object *who)
1579{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1580 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1581 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1584
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1590 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1591 if (tmp->arch->name == dragon_ability_force)
1460 abil = tmp; 1592 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1593 else if (tmp->arch->name == dragon_skin_force)
1462 skin = tmp; 1594 skin = tmp;
1463 } 1595
1464 }
1465 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1597 if (abil == NULL)
1467 1598 return;
1599
1468 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1601 * New abilties can only be gained by surpassing this max level
1470 */ 1602 */
1471 if (who->level > abil->level) { 1603 if (who->level > abil->level)
1604 {
1472 /* increase our focused ability */ 1605 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1606 abil->resist[abil->stats.exp]++;
1474
1475 1607
1608
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1609 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1610 {
1477 /* time to hand out a new ability-gift */ 1611 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1612 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1613 }
1480 } 1614
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1615 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1616 {
1483 /* apply new ability focus */ 1617 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1618 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1619 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1620
1488 abil->stats.exp = abil->last_eat; 1621 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1622 abil->last_eat = 0;
1490 } 1623 }
1624
1625 abil->level = who->level;
1491 1626 }
1492 abil->level = who->level; 1627
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1628 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1629 set_dragon_name (who, abil, skin);
1497} 1630}
1498 1631
1499/* Handy function - given the skill name skill_name, we find the skill 1632/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1633 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1634 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1635 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1636 * want to do something with it immediately.
1504 */ 1637 */
1638object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1639give_skill_by_name (object *op, const char *skill_name)
1506{ 1640{
1507 object *skill_obj; 1641 object *skill_obj;
1508 1642
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1643 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1644 if (!skill_obj)
1645 {
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL; 1647 return NULL;
1513 } 1648 }
1514 /* clear the flag - exp goes into this bucket, but player 1649 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1650 * still doesn't know it.
1516 */ 1651 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1654 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1521 if (op->contr) { 1657 if (op->contr)
1658 {
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1524 } 1662 }
1663
1525 return skill_obj; 1664 return skill_obj;
1526} 1665}
1527 1666
1528 1667
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1669 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1670 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1671 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1672 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1673 * (eg, skill)
1535 */ 1674 */
1675void
1536void player_lvl_adj(object *who, object *op) { 1676player_lvl_adj (object *who, object *op)
1677{
1537 char buf[MAX_BUF]; 1678 char buf[MAX_BUF];
1538 1679
1539 if(!op) /* when rolling stats */ 1680 if (!op) /* when rolling stats */
1540 op = who; 1681 op = who;
1541 1682
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 {
1543 op->level++; 1685 op->level++;
1544 1686
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1546 dragon_level_gain(who); 1688 dragon_level_gain (who);
1547 1689
1548 /* Only roll these if it is the player (who) that gained the level */ 1690 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1691 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1696 }
1554 1697
1555 fix_player(who); 1698 who->update_stats ();
1556 if(op->level>1) { 1699 if (op->level > 1)
1700 {
1557 if (op->type!=PLAYER) 1701 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1559 else 1703 else
1560 sprintf(buf,"You are now level %d.",op->level); 1704 sprintf (buf, "You are now level %d.", op->level);
1705 if (who)
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1562 } 1707 }
1563 player_lvl_adj(who,op); /* To increase more levels */ 1708 player_lvl_adj (who, op); /* To increase more levels */
1709 }
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 {
1565 op->level--; 1712 op->level--;
1566 fix_player(who); 1713 who->update_stats ();
1567 if(op->type!=PLAYER) { 1714 if (op->type != PLAYER)
1715 {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1718 }
1571 player_lvl_adj(who,op); /* To decrease more levels */ 1719 player_lvl_adj (who, op); /* To decrease more levels */
1572 } 1720 }
1721
1573 /* check if the spell data has changed */ 1722 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1574 esrv_update_spells(who->contr); 1724 esrv_update_spells (who->contr);
1575} 1725}
1576 1726
1577/* 1727/*
1578 * Returns how much experience is needed for a player to become 1728 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1729 * the given level. level should really never exceed max_level
1580 */ 1730 */
1581 1731
1732sint64
1582sint64 level_exp(int level,double expmul) { 1733level_exp (int level, double expmul)
1734{
1583 if (level > settings.max_level) 1735 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1585 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1586} 1739}
1587 1740
1588/* 1741/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1743 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1744 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1745 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1746 * this can now work on a much larger set of objects.
1594 */ 1747 */
1748void
1595void calc_perm_exp(object *op) 1749calc_perm_exp (object *op)
1596{ 1750{
1597 int p_exp_min; 1751 int p_exp_min;
1598 1752
1599 /* Ensure that our permanent experience minimum is met. 1753 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1754 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1755 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1756 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1757
1604 if (op->perm_exp < p_exp_min) 1758 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1759 op->perm_exp = p_exp_min;
1606 1760
1607 /* Cap permanent experience. */ 1761 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1762 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1763 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1764 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1765 op->perm_exp = MAX_EXPERIENCE;
1612} 1766}
1613
1614 1767
1615/* Add experience to a player - exp should only be positive. 1768/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1769 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1770 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1771 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1772 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1773 * flag is what to do if the player doesn't have the skill:
1621 */ 1774 */
1622 1775static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1777{
1625 object *skill_obj=NULL; 1778 object *skill_obj = NULL;
1626 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1627 int i; 1780 int i;
1628 1781
1629 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1783 if (op->contr->braced)
1784 exp /= 5;
1631 1785
1632 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1789 * the players inventory.
1636 */ 1790 */
1637 if (skill_name) { 1791 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1792 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1640 skill_obj = op->chosen_skill; 1794 skill_obj = op->chosen_skill;
1641 else { 1795 else
1796 {
1642 for (i=0; i<NUM_SKILLS; i++) 1797 for (i = 0; i < NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] && 1798 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1799 {
1645 skill_obj = op->contr->last_skill_ob[i]; 1800 skill_obj = op->contr->last_skill_ob[i];
1646 break; 1801 break;
1647 } 1802 }
1648 1803
1649 /* Player doesn't have the skill. Check to see what to do, and give 1804 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1805 * it to the player if necessary
1651 */ 1806 */
1652 if (!skill_obj) { 1807 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1808 {
1809 if (flag == SK_EXP_NONE)
1810 return;
1654 else if (flag == SK_EXP_ADD_SKILL) 1811 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1812 give_skill_by_name (op, skill_name);
1813 }
1814 }
1656 } 1815 }
1657 } 1816
1817 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1818 {
1659
1660 /* Basically, you can never gain more experience in one shot 1819 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1820 * than half what you need to gain for next level.
1662 */ 1821 */
1663 exp_to_add = exp; 1822 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1823 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1824 if (exp_to_add > limit)
1825 exp_to_add = limit;
1666 1826
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1827 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1828 if (settings.permanent_exp_ratio)
1829 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1830 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1831 calc_perm_exp (op);
1671 } 1832 }
1672 1833
1673 player_lvl_adj(op,NULL); 1834 player_lvl_adj (op, NULL);
1835 }
1836
1674 if (skill_obj) { 1837 if (skill_obj)
1838 {
1675 exp_to_add = exp; 1839 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1840 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1841 if (exp_to_add > limit)
1842 exp_to_add = limit;
1843
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1844 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1845 if (settings.permanent_exp_ratio)
1846 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1847 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1848 calc_perm_exp (skill_obj);
1682 } 1849 }
1850
1683 player_lvl_adj(op,skill_obj); 1851 player_lvl_adj (op, skill_obj);
1684 } 1852 }
1685} 1853}
1686 1854
1687/* This function checks to make sure that object 'op' can 1855/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1856 * lost 'exp' experience. It returns the amount of exp
1690 * adjustments based on permanent exp and the like. 1858 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1859 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1860 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1861 * amount that should get subtract from the player.
1694 */ 1862 */
1863sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1864check_exp_loss (const object *op, sint64 exp)
1696{ 1865{
1697 sint64 del_exp; 1866 sint64 del_exp;
1698 1867
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1868 if (exp > op->stats.exp)
1869 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1870 if (settings.permanent_exp_ratio)
1871 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1872 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1873 if (del_exp < 0)
1703 if (exp > del_exp) exp=del_exp; 1874 del_exp = 0;
1875 if (exp > del_exp)
1876 exp = del_exp;
1704 } 1877 }
1705 return exp; 1878 return exp;
1706} 1879}
1707 1880
1881sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1882check_exp_adjust (const object *op, sint64 exp)
1709{ 1883{
1884 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1885 return check_exp_loss (op, exp);
1886 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1887 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1888}
1713 1889
1714 1890
1715/* Subtracts experience from player. 1891/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1892 * 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 1898 * 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. 1899 * 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 1900 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1901 * a postive number.
1726 */ 1902 */
1903static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1904subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1905{
1729 float fraction = (float) exp/(float) op->stats.exp; 1906 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1907 object *tmp;
1731 sint64 del_exp; 1908 sint64 del_exp;
1732 1909
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1910 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1911 if (tmp->type == SKILL && tmp->stats.exp)
1912 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1913 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1914 {
1736 del_exp = check_exp_loss(tmp, exp); 1915 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1916 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1917 player_lvl_adj (op, tmp);
1918 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1919 else if (flag != SK_SUBTRACT_SKILL_EXP)
1920 {
1740 /* only want to process other skills if we are not trying 1921 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1922 * to match a specific skill.
1742 */ 1923 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1926 player_lvl_adj (op, tmp);
1927 }
1746 } 1928 }
1747 } 1929
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1931 {
1749 del_exp = check_exp_loss(op, exp); 1932 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1934 player_lvl_adj (op, NULL);
1752 } 1935 }
1753} 1936}
1754
1755
1756 1937
1757/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1940 *
1760 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1945 * these last two values are only used for players.
1765 */ 1946 */
1766 1947void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1949{
1769#ifdef EXP_DEBUG 1950#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); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1952#endif
1775#endif
1776 1953
1777 /* safety */ 1954 /* safety */
1778 if(!op) { 1955 if (!op)
1956 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1957 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1958 return;
1781 } 1959 }
1782 1960
1783 /* if no change in exp, just return - most of the below code 1961 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1962 * won't do anything if the value is 0 anyways.
1785 */ 1963 */
1786 if (exp == 0) return; 1964 if (exp == 0)
1965 return;
1787 1966
1788 /* Monsters are easy - we just adjust their exp - we 1967 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1968 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1969 * the exp they have - the monsters exp represents what its
1791 * worth. 1970 * worth.
1792 */ 1971 */
1793 if(op->type != PLAYER) { 1972 if (op->type != PLAYER)
1973 {
1794 /* Sanity check */ 1974 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1975 if (!QUERY_FLAG (op, FLAG_ALIVE))
1976 return;
1796 1977
1797 /* reset exp to max allowed value. We subtract from 1978 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1979 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1980 * more than max exp, just return.
1800 */ 1981 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1982 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1983 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 1984 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 1985 if (exp < 0)
1804 } 1986 return;
1987 }
1805 1988
1806 op->stats.exp += exp; 1989 op->stats.exp += exp;
1807 } 1990 }
1808 else { /* Players only */ 1991 else
1809 if(exp>0) 1992 { /* Players only */
1993 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 1994 add_player_exp (op, exp, skill_name, flag);
1811 else 1995 else
1812 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
1814 * along. 1998 * along.
1815 */ 1999 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 2001 }
1819} 2002}
1820 2003
1821/* Applies a death penalty experience, the size of this is defined by the 2004/* 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 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 2007 */
1825 2008void
1826void apply_death_exp_penalty(object *op) { 2009apply_death_exp_penalty (object *op)
2010{
1827 object *tmp; 2011 object *tmp;
1828 sint64 loss; 2012 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 2013 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 2014 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 2015
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 2016 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 2017 if (tmp->type == SKILL && tmp->stats.exp)
2018 {
1834 2019
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2020 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)]; 2021 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 2022
1838 /* With the revised exp system, you can get cases where 2023 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 2024 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 2025 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 2026 * tables is a lot harder.
1842 */ 2027 */
1843 if (level_loss < 0) level_loss = 0; 2028 if (level_loss < 0)
2029 level_loss = 0;
1844 2030
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2031 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 2032
1847 tmp->stats.exp -= loss; 2033 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 2034 player_lvl_adj (op, tmp);
1849 } 2035 }
1850 2036
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2037 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)]; 2038 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 2039 if (level_loss < 0)
2040 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 2042
1856 op->stats.exp -= loss; 2043 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 2044 player_lvl_adj (op, NULL);
1858} 2045}
1859 2046
1860/* This function takes an object (monster/player, op), and 2047/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 2048 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 2049 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2050 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2051 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2052 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2053 */
2054int
1867int did_make_save(const object *op, int level, int bonus) 2055did_make_save (const object *op, int level, int bonus)
1868{ 2056{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2057 if (level > MAX_SAVE_LEVEL)
2058 level = MAX_SAVE_LEVEL;
1870 2059
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2060 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2061 return 0;
2062
2063 return 1;
1874} 2064}
1875

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