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Comparing deliantra/server/common/living.C (file contents):
Revision 1.4 by elmex, Fri Sep 1 17:16:47 2006 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.4 2006/09/01 17:16:47 elmex Exp $";
4 */
5
6/*
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, 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 (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 340 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 341 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 342 int i = tmp->stats.stat (j);
391 343
392 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 345 int nstat = flag * i + ostat;
394 346
395 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
398 * to allow for that. 350 * to allow for that.
399 */ 351 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 352 if (nstat < 1 && i * flag < 0)
353 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
356
357 if (nstat != ostat)
358 {
359 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0;
403 } 361 }
404 if (nstat != ostat) { 362 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 363 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 365 potion_max = 1;
411 } 366 }
412 } 367 }
368
413 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 371 * recalculates this anyway.
416 */ 372 */
417 for(j=0;j<NUM_STATS;j++) 373 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
419 check_stat_bounds(&(op->stats)); 376 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 377 } /* end of potion handling code */
421 } 378 }
422 379
423 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 381 * everything to set
425 */ 382 */
426 if(flag == -1) { 383 if (flag == -1)
384 {
427 op->attacktype&=~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 390 * and not the other move_ fields.
433 */ 391 */
434 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
435 } 393 }
436 394
437 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
440 */ 398 */
441 fix_player(op); 399 op->update_stats ();
442 400
443 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 402 * print out message if this is a bow.
445 */ 403 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
405 {
447 success=1; 406 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 408 }
409
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
411 {
452 success=1; 412 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 414 }
415
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
417 {
457 success=1; 418 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 420 }
421
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
423 {
462 success=1; 424 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 426 }
427
466 /* movement type has changed. We don't care about cases where 428 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 429 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 430 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 431 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 432 * from fly high)
471 */ 433 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 434 if (tmp->move_type && op->move_type != refop.move_type)
435 {
473 success=1; 436 success = 1;
474 437
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 439 * status doesn't make a difference if you are flying high
477 */ 440 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 444 }
481 445
482 if (tmp->move_type & MOVE_FLY_HIGH) { 446 if (tmp->move_type & MOVE_FLY_HIGH)
447 {
483 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 449 * in that case, you don't actually land
485 */ 450 */
486 DIFF_MSG(flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 453 }
454
490 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 457
493 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 459 check_move_on (op, op);
495 } 460 }
496 461
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 462 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 463 * originally undead may change their status
499 */ 464 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
467 {
502 success=1; 468 success = 1;
503 if(flag>0) { 469 if (flag > 0)
504 if(op->race) free_string(op->race); 470 {
505 op->race=add_string("undead"); 471 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 }
507 } else { 474 else
508 if(op->race) free_string(op->race); 475 {
509 if(op->arch->clone.race)
510 op->race=add_string(op->arch->clone.race); 476 op->race = op->arch->clone.race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 }
479 }
480
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
482 {
483 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 }
486
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
488 {
489 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 }
492
493 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision
495 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND))
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (QUERY_FLAG (op, FLAG_WIZ))
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else
504 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND);
507 if (op->type == PLAYER)
508 op->contr->do_los = 1;
514 } 509 }
515 } 510 }
516 511 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 512 {
518 success=1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 513 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 515 else
516 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 518 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 519 if (op->type == PLAYER)
537 op->contr->do_los=1; 520 op->contr->do_los = 1;
538 } 521 }
539 } else { 522 }
523 }
524
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
526 {
527 success = 1;
528 if (op->type == PLAYER)
529 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 }
532
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
534 {
535 success = 1;
536 if (flag > 0)
537 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 538 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 540 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 541 {
544 CLEAR_FLAG(op,FLAG_BLIND); 542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 543 if (op->type == PLAYER)
546 op->contr->do_los=1; 544 op->contr->do_los = 1;
547 } 545 }
548 } 546 }
549 } 547 else
550 548 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 549 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 551 else
552 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 554 if (op->type == PLAYER)
566 op->contr->do_los=1; 555 op->contr->do_los = 1;
567 } 556 }
568 } else { 557 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 558 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 559
560 if (tmp->stats.luck)
561 {
562 success = 1;
563 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 }
565
566 if (tmp->stats.hp && op->type == PLAYER)
567 {
568 success = 1;
569 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 }
571
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
573 {
574 success = 1;
575 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 }
577
578 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER)
580 {
581 success = 1;
582 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 }
584
585 if (tmp->stats.food && op->type == PLAYER)
586 {
587 success = 1;
588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
589 }
590
591 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++)
593 {
594 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */
596
597 if (op->resist[i] != refop.resist[i])
598 {
599 success = 1;
600 if (op->resist[i] > refop.resist[i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 602 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 604
574 op->contr->do_los=1; 605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 }
607 }
608
609 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j))
614 {
615 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 617 }
576 } 618 }
577 } 619 }
578 620
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success; 621 return success;
635} 622}
636 623
637/* 624/*
638 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 627 */
641 628void
642void drain_stat(object *op) { 629object::drain_stat ()
630{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
644} 632}
645 633
634void
646void drain_specific_stat(object *op, int deplete_stats) { 635object::drain_specific_stat (int deplete_stats)
636{
647 object *tmp; 637 object *tmp;
648 archetype *at; 638 archetype *at;
649 639
650 at = find_archetype(ARCH_DEPLETION); 640 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 641 if (!at)
642 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 643 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 644 return;
645 }
654 } else { 646 else
647 {
655 tmp = present_arch_in_ob(at, op); 648 tmp = present_arch_in_ob (at, this);
649
656 if (!tmp) { 650 if (!tmp)
651 {
657 tmp = arch_to_object(at); 652 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 653 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 654 SET_FLAG (tmp, FLAG_APPLIED);
660 } 655 }
661 } 656 }
662 657
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 659 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 660 update_stats ();
666} 661}
667 662
668/* 663/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 664 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 665 * via an applied bad_luck object.
671 */ 666 */
672 667void
673void change_luck(object *op, int value) { 668object::change_luck (int value)
674 object *tmp; 669{
675 archetype *at; 670 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 671 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 672 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 673 else
674 {
682 tmp = present_arch_in_ob(at, op); 675 object *tmp = present_arch_in_ob (at, this);
676
683 if (!tmp) { 677 if (!tmp)
678 {
679 if (!value)
680 return;
681
682 tmp = arch_to_object (at);
683 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED);
685 }
686
684 if (!value) 687 if (value)
685 return; 688 {
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 689 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 690 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 691 * in op itself).
694 */ 692 */
695 new_luck = tmp->stats.luck+value; 693 int new_luck = tmp->stats.luck + value;
694
696 if (new_luck >= -100 && new_luck <= 100) { 695 if (new_luck >= -100 && new_luck <= 100)
696 {
697 op->stats.luck+=value; 697 stats.luck += value;
698 tmp->stats.luck = new_luck; 698 tmp->stats.luck = new_luck;
699 }
699 } 700 }
700 } else { 701 else
702 {
701 if (!tmp->stats.luck) { 703 if (!tmp->stats.luck)
702 return; 704 return;
703 } 705
704 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
706 */ 708 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
710 {
708 int diff = tmp->stats.luck>0?-1:1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
712
709 op->stats.luck += diff; 713 stats.luck += diff;
710 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
715 }
711 } 716 }
712 }
713 } 717 }
714} 718}
715 719
716/* 720/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 722 */
719 723void
720void remove_statbonus(object *op) { 724object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 725{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 726 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 727 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 728 sint8 v = arch->clone.stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 729 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 730 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 731 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 732}
736 733
737/* 734/*
738 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 736 */
740 737void
741void add_statbonus(object *op) { 738object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 739{
743 op->stats.Dex += op->arch->clone.stats.Dex; 740 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 741 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 742 sint8 v = arch->clone.stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 743 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 744 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 745 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 746}
757 747
758/* 748/*
759 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
764 */ 754 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
767 */ 757 */
768 758void
769void fix_player(object *op) { 759object::update_stats ()
760{
770 int i,j; 761 int i, j;
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 762 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; 763 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
777 768
778 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
780 for(i=0;i<NUM_STATS;i++) { 772 for (i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 stats.stat (i) = contr->orig_stats.stat (i);
782 } 774
783 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 776 contr->encumbrance = 0;
785 777
786 op->attacktype=0; 778 attacktype = 0;
779
787 op->contr->digestion = 0; 780 contr->digestion = 0;
788 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 785 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 } 786 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 787
805 if(op->slaying!=NULL) { 788 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 789 slot[i].used = slot[i].info;
807 op->slaying=NULL; 790
808 } 791 slaying = 0;
792
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 797 }
813 798
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 801 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);
825 802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
826 op->path_attuned=op->arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
827 op->path_repelled=op->arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
828 op->path_denied=op->arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
829 op->glow_radius=op->arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
830 op->move_type = op->arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
831 op->chosen_skill = NULL; 814 chosen_skill = 0;
832 815
833 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
834 * archetype clone 817 * archetype clone
835 */ 818 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
837 820
838 for (i=0;i<NROFATTACKS;i++) { 821 for (i = 0; i < NROFATTACKS; i++)
822 {
839 if (op->resist[i] > 0) 823 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 824 prot[i] = resist[i], vuln[i] = 0;
841 else 825 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
843 potion_resist[i]=0; 828 potion_resist[i] = 0;
844 } 829 }
845 830
846 wc=op->arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
848 833
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 839 * that their protection from physical goes down
855 */ 840 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 845 }
860 else 846 else
861 ac=op->arch->clone.stats.ac; 847 ac = arch->clone.stats.ac;
862 848
863 op->stats.luck=op->arch->clone.stats.luck; 849 stats.luck = arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed; 850 speed = arch->clone.speed;
865 851
866 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
868 */ 854 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 855 for (tmp = inv; tmp; tmp = tmp->below)
856 {
871 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
873 */ 859 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
875 862
876 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 865 * then calls this function.
879 */ 866 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 868 continue;
882 }
883 869
884 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 871 if (tmp->type == SKILL)
872 {
886 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 874 if (IS_MANA_SKILL (tmp->subtype))
875 {
888 if (!mana_obj) mana_obj=tmp; 876 if (!mana_obj)
877 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
890 } 880 }
881
891 if (IS_GRACE_SKILL(tmp->subtype)) { 882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
892 if (!grace_obj) grace_obj=tmp; 884 if (!grace_obj)
885 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
894 } 888 }
895 } 889 }
896 890
897 /* Container objects are not meant to adjust a players, but other applied 891 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 892 * objects need to make adjustments.
899 * This block should handle all player specific changes 893 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 894 * 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. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
904 * up, etc. 898 * up, etc.
905 */ 899 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 904 && tmp->subtype == SK_PRAYING))
905 {
908 if(op->type==PLAYER) { 906 if (type == PLAYER)
909 if (tmp->type == BOW) 907 {
910 op->contr->ranges[range_bow] = tmp; 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
911 911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++) 912 for (i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
917 914
918 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
921 */ 918 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
924 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
929 (tmp->type == SKILL)) { 926 tmp->type == SKILL)
927 {
930 op->contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
936 } 934 }
937 } /* if this is a player */ 935 } /* if this is a player */
938 936 else
939 /* Update slots used for items */ 937 {
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 938 if (tmp->type == WEAPON)
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 939 current_weapon = tmp;
942 op->body_used[i] += tmp->body_info[i];
943 } 940 }
944 941
942 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info;
946
945 if(tmp->type==SYMPTOM) { 947 if (tmp->type == SYMPTOM)
948 {
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 950
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
948 } 953 }
949 954
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 959 */
955 if (tmp->type != POTION) { 960 if (tmp->type != POTION)
961 {
956 for (i=0; i<NROFATTACKS; i++) { 962 for (i = 0; i < NROFATTACKS; i++)
963 {
957 /* Potential for cursed potions, in which case we just can use 964 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 965 * a straight MAX, as potion_resist is initialised to zero.
959 */ 966 */
960 if (tmp->type==POTION_EFFECT) { 967 if (tmp->type == POTION_EFFECT)
968 {
961 if (potion_resist[i]) 969 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
963 else 971 else
964 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
965 } 973 }
966 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 978 }
971 } 979 }
972 980
973 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
975 op->attacktype|=tmp->attacktype; 985 attacktype |= tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 988 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type; 989 move_type |= tmp->move_type;
982 990 stats.luck += tmp->stats.luck;
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 } 991 }
998 992
999 if(tmp->stats.exp && tmp->type!=SKILL) { 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1000 if(tmp->stats.exp > 0) { 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1001 added_speed+=(float)tmp->stats.exp/3.0; 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1003 } else 997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1004 added_speed+=(float)tmp->stats.exp; 998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD);
1003
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1007 invisible = 1;
1005 } 1008 }
1006 1009
1010 if (tmp->stats.exp && tmp->type != SKILL)
1011 {
1012 if (tmp->stats.exp > 0)
1013 {
1014 added_speed += tmp->stats.exp / 3.f;
1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1016 }
1017 else
1018 added_speed += tmp->stats.exp;
1019 }
1020
1007 switch(tmp->type) { 1021 switch (tmp->type)
1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1008 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1010 case SKILL: 1034 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1036 break;
1043 1037
1044 case SKILL_TOOL: 1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1045 if (op->chosen_skill) { 1041 if (chosen_skill)
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1047 } 1043
1048 op->chosen_skill = tmp; 1044 chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052 1045
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam) 1046 if (tmp->stats.dam > 0)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1047 { /* skill is a 'weapon' */
1067 if(tmp->stats.ac) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1068 ac-=(tmp->stats.ac+tmp->magic); 1049 weapon_speed = WEAPON_SPEED (tmp);
1069 break;
1070 1050
1071 case WEAPON: 1051 if (weapon_speed < 0)
1072 wc-=(tmp->stats.wc+tmp->magic); 1052 weapon_speed = 0;
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1053
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight; 1054 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1078 if(weapon_speed<0) weapon_speed=0; 1056
1079 if(tmp->slaying!=NULL) { 1057 if (tmp->magic)
1080 if (op->slaying != NULL) 1058 stats.dam += tmp->magic;
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 } 1059 }
1060
1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->slaying)
1065 slaying = tmp->slaying;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break;
1074
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break;
1081
1082 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000;
1085 case RING:
1086 case AMULET:
1087 case GIRDLE:
1088 case HELMET:
1089 case BOOTS:
1090 case GLOVES:
1091 case CLOAK:
1092 if (tmp->stats.wc)
1093 wc -= tmp->stats.wc + tmp->magic;
1094
1095 if (tmp->stats.dam)
1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1098 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic;
1100
1101 break;
1102
1103 case BOW:
1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic;
1108
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic;
1111
1112 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1116 if (weapon_speed < 0)
1117 weapon_speed = 0;
1118
1119 slaying = tmp->slaying;
1120
1084 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1086 * go. 1123 * go.
1087 */ 1124 */
1088 op->current_weapon = tmp; 1125
1126 if (type == PLAYER)
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1127 if (settings.spell_encumbrance)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 } 1129 }
1106 if(tmp->stats.ac) { 1130
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1131 break;
1132
1133 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000;
1136
1137 case BRACERS:
1138 case FORCE:
1139 if (tmp->stats.wc)
1140 {
1141 if (best_wc < tmp->stats.wc + tmp->magic)
1142 {
1143 wc += best_wc;
1144 best_wc = tmp->stats.wc + tmp->magic;
1145 }
1146 else
1147 wc += tmp->stats.wc + tmp->magic;
1148 }
1149
1150 if (tmp->stats.ac)
1151 {
1152 if (best_ac < tmp->stats.ac + tmp->magic)
1153 {
1154 ac += best_ac; /* Remove last bonus */
1155 best_ac = tmp->stats.ac + tmp->magic;
1156 }
1157 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic;
1159 }
1160
1161 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic);
1163
1164 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1170 break;
1119 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1120 } /* item is equipped */ 1172 } /* item is equipped */
1121 } /* for loop of items */ 1173 } /* for loop of items */
1122 1174
1123 /* We've gone through all the objects the player has equipped. For many things, we 1175 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1176 * have generated intermediate values which we now need to assign.
1125 */ 1177 */
1126 1178
1127 /* 'total resistance = total protections - total vulnerabilities'. 1179 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1180 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1181 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1182 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1183 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1184 */
1133 for (i=0; i<NROFATTACKS; i++) { 1185 for (i = 0; i < NROFATTACKS; i++)
1186 {
1134 op->resist[i] = prot[i] - vuln[i]; 1187 resist[i] = prot[i] - vuln[i];
1188
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1190 resist[i] = potion_resist[i];
1138 } 1191 }
1139 1192
1140 /* Figure out the players sp/mana/hp totals. */ 1193 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) { 1194 if (type == PLAYER)
1195 {
1142 int pl_level; 1196 int pl_level;
1143 1197
1144 check_stat_bounds(&(op->stats)); 1198 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1199 pl_level = level;
1146 1200
1201 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1203
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1204 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1206 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1208 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1211 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1155 if (con_bonus[op->stats.Con]>0) 1213 if (con_bonus[stats.Con] > 0)
1156 j++; 1214 j++;
1157 else 1215 else
1158 j--; 1216 j--;
1159 } 1217 }
1218
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1161 } 1220 }
1162 1221
1163 for(i=11;i<=op->level;i++) 1222 for (i = 11; i <= level; i++)
1164 op->stats.maxhp+=2; 1223 stats.maxhp += 2;
1165 1224
1166 if(op->stats.hp>op->stats.maxhp) 1225 if (stats.hp > stats.maxhp)
1167 op->stats.hp=op->stats.maxhp; 1226 stats.hp = stats.maxhp;
1168 1227
1169 /* Sp gain is controlled by the level of the player's 1228 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above) 1229 * relevant experience object (mana_obj, see above)
1171 */ 1230 */
1172 /* following happen when skills system is not used */ 1231 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op; 1232 if (!mana_obj)
1174 if(!grace_obj) grace_obj = op; 1233 mana_obj = this;
1234
1235 if (!grace_obj)
1236 grace_obj = this;
1237
1175 /* set maxsp */ 1238 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1240 mana_obj = this;
1177 1241
1178 if (mana_obj == op && op->type == PLAYER) { 1242 if (mana_obj == this && type == PLAYER)
1179 op->stats.maxsp = 1; 1243 stats.maxsp = 1;
1180 } else { 1244 else
1245 {
1181 sp_tmp=0.0; 1246 sp_tmp = 0.f;
1247
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1249 {
1183 float stmp; 1250 float stmp;
1184 1251
1185 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1186 if(i<2) { 1253 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1255 else
1190 stmp=(float)op->contr->levsp[i] 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1257
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0; 1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1195 sp_tmp+=stmp; 1261 sp_tmp += stmp;
1196 } 1262 }
1263
1197 op->stats.maxsp=(int)sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1198 1265
1199 for(i=11;i<=mana_obj->level;i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1200 op->stats.maxsp+=2; 1267 stats.maxsp += 2;
1201 } 1268 }
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2) 1270 if (stats.sp > stats.maxsp * 2)
1204 op->stats.sp=op->stats.maxsp*2; 1271 stats.sp = stats.maxsp * 2;
1205 1272
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this;
1208 1276
1209 if (grace_obj == op && op->type == PLAYER) { 1277 if (grace_obj == this && type == PLAYER)
1210 op->stats.maxgrace = 1; 1278 stats.maxgrace = 1;
1211 } else { 1279 else
1280 {
1212 /* store grace in a float - this way, the divisions below don't create 1281 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then 1282 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next 1283 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1216 */ 1285 */
1217 sp_tmp=0.0; 1286 sp_tmp = 0.f;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1288 {
1219 float grace_tmp=0.0; 1289 float grace_tmp = 0.f;
1220 1290
1221 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1222 if(i<2) { 1292 if (i < 2)
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else { 1294 else
1226 grace_tmp=(float)op->contr->levgrace[i] 1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1227 +((float)grace_bonus[op->stats.Pow] + 1296
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1297 if (grace_tmp < 1.f)
1229 } 1298 grace_tmp = 1.f;
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1299
1231 sp_tmp+=grace_tmp; 1300 sp_tmp += grace_tmp;
1232 } 1301 }
1302
1233 op->stats.maxgrace=(int)sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1234 1304
1235 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1237 op->stats.maxgrace+=2; 1307 stats.maxgrace += 2;
1238 } 1308 }
1239 /* No limit on grace vs maxgrace */ 1309 /* No limit on grace vs maxgrace */
1240 1310
1241 if(op->contr->braced) { 1311 if (contr->braced)
1242 ac+=2;
1243 wc+=4;
1244 } 1312 {
1313 ac += 2;
1314 wc += 4;
1315 }
1245 else 1316 else
1246 ac-=dex_bonus[op->stats.Dex]; 1317 ac -= dex_bonus[stats.Dex];
1247 1318
1248 /* In new exp/skills system, wc bonuses are related to 1319 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj) 1320 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t. 1321 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better 1322 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that 1323 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1 1324 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So 1325 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam 1326 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the 1327 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1258 */ 1329 */
1259 1330
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1332 {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1262 for(i=1;i<wc_obj->level;i++) { 1335 for (i = 1; i < wc_obj->level; i++)
1336 {
1263 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--; 1338 if (!(i % 6))
1339 wc--;
1340
1265 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1268 } 1344 }
1345 }
1269 } else 1346 else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1271 1348
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1273 1350
1274 if(op->stats.dam<1) 1351 if (stats.dam < 1)
1275 op->stats.dam=1; 1352 stats.dam = 1;
1276 1353
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1278 if (settings.search_items && op->contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1357 speed -= 1;
1358
1280 if (op->attacktype==0) 1359 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1282 1361
1283 } /* End if player */ 1362 } /* End if player */
1284 1363
1285 if(added_speed>=0) 1364 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1365 speed += added_speed / 10.f;
1287 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1367 speed /= 1.f - added_speed;
1289 1368
1290 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1291 if(op->speed>max) 1370 if (speed > max)
1292 op->speed=max; 1371 speed = max;
1293 1372
1294 if(op->type == PLAYER) { 1373 if (type == PLAYER)
1374 {
1295 /* f is a number the represents the number of kg above (positive num) 1375 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above 1376 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1299 */ 1379 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1381 if (f > 0)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 } 1383 }
1303 1384
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 1386
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */ 1389 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1310 1391
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1392 if (speed < 0.01f && type == PLAYER)
1393 speed = 0.01f;
1312 1394
1313 if(op->type == PLAYER) { 1395 if (type == PLAYER)
1314 float M,W,s,D,K,S,M2; 1396 {
1315
1316 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1320 */ 1401 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 M2=max_carry[op->stats.Str]/100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1323 W=weapon_weight/20000.0; 1404 float W = weapon_weight / 20000.f;
1324 s=2-weapon_speed/10.0; 1405 float s = 2 - weapon_speed / 10.f;
1325 D=(op->stats.Dex-14)/14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1408
1328 if(K<=0) K=0.01; 1409 K *= (4 + level) *1.2f / (6 + level);
1329 S=op->speed/(K*s); 1410
1411 if (K <= 0.f)
1412 K = 0.01f;
1413
1414 float S = speed / (K * s);
1415
1330 op->contr->weapon_sp=S; 1416 contr->weapon_sp = S;
1331 } 1417 }
1418
1332 /* I want to limit the power of small monsters with big weapons: */ 1419 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3; 1421 stats.dam = arch->clone.stats.dam * 3;
1336 1422
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits, 1424 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same. 1425 * so its value is the same.
1340 */ 1426 */
1341 if (wc>120) wc=120; 1427 if (wc > 120)
1342 else if (wc<-120) wc=-120; 1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1343 op->stats.wc=wc; 1432 stats.wc = wc;
1344 1433
1345 if (ac>120) ac=120; 1434 if (ac > 120)
1346 else if (ac<-120) ac=-120; 1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1347 op->stats.ac=ac; 1439 stats.ac = ac;
1348 1440
1349 /* if for some reason the creature doesn't have any move type, 1441 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1442 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1443 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1444 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1445 * one or the other.
1354 */ 1446 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1447 if (move_type == 0)
1448 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK;
1357 1451
1358 update_ob_speed(op); 1452 if (speed != old_speed)
1453 set_speed (speed);
1359 1454
1360 /* It is quite possible that a player's spell costing might have changed, 1455 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1456 * so we will check that now.
1362 */ 1457 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1364} 1467}
1365 1468
1366/* 1469/*
1367 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1472 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1473 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1474 * false otherwise.
1372 */ 1475 */
1373 1476int
1374int allowed_class(const object *op) { 1477allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1478{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1479 return op->stats.Dex > 0
1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1485 && op->stats.Cha > 0;
1378} 1486}
1379 1487
1380/* 1488/*
1381 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1493 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1494 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1495 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1496 * Please, anyone, write support for 'ext_title'.
1389 */ 1497 */
1498void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1499set_dragon_name (object *pl, const object *abil, const object *skin)
1500{
1391 int atnr=-1; /* attacknumber of highest level */ 1501 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1502 int level = 0; /* highest level */
1393 int i; 1503 int i;
1394 1504
1395 /* Perhaps do something more clever? */ 1505 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1506 if (!abil || !skin)
1397 1507 return;
1508
1398 /* first, look for the highest level */ 1509 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1510 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1511 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1512 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1513 {
1402 level = abil->resist[i]; 1514 level = abil->resist[i];
1403 atnr = i; 1515 atnr = i;
1404 } 1516 }
1405 } 1517 }
1406 1518
1407 /* now if there are equals at highest level, pick the one with focus, 1519 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1520 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1522 atnr = abil->stats.exp;
1412 1523
1413 level = (int)(level/5.); 1524 level = (int) (level / 5.);
1414 1525
1415 /* now set the new title */ 1526 /* now set the new title */
1416 if (pl->contr != NULL) { 1527 if (pl->contr != NULL)
1528 {
1417 if(level == 0) 1529 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1531 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1533 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1535 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1431 else 1537 else
1538 {
1539 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1544 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1546 }
1434 } 1547 }
1435 1548
1436 strcpy(pl->contr->own_title, ""); 1549 strcpy (pl->contr->own_title, "");
1437} 1550}
1438 1551
1439/* 1552/*
1440 * This function is called when a dragon-player gains 1553 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1554 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1555 * or change the ability-focus.
1443 */ 1556 */
1557void
1444void dragon_level_gain(object *who) { 1558dragon_level_gain (object *who)
1559{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1560 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1561 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1564
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1570 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1571 if (tmp->arch->name == dragon_ability_force)
1454 abil = tmp; 1572 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1573 else if (tmp->arch->name == dragon_skin_force)
1456 skin = tmp; 1574 skin = tmp;
1457 } 1575
1458 }
1459 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1577 if (abil == NULL)
1461 1578 return;
1579
1462 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1581 * New abilties can only be gained by surpassing this max level
1464 */ 1582 */
1465 if (who->level > abil->level) { 1583 if (who->level > abil->level)
1584 {
1466 /* increase our focused ability */ 1585 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1586 abil->resist[abil->stats.exp]++;
1468
1469 1587
1588
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1589 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1590 {
1471 /* time to hand out a new ability-gift */ 1591 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1592 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1593 }
1475 1594
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1595 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1596 {
1477 /* apply new ability focus */ 1597 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1598 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1600
1482 abil->stats.exp = abil->last_eat; 1601 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1602 abil->last_eat = 0;
1484 } 1603 }
1485 1604
1486 abil->level = who->level; 1605 abil->level = who->level;
1487 } 1606 }
1488 1607
1489 /* last but not least, set the new title for the dragon */ 1608 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1609 set_dragon_name (who, abil, skin);
1491} 1610}
1492 1611
1493/* Handy function - given the skill name skill_name, we find the skill 1612/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1613 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1614 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1615 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1616 * want to do something with it immediately.
1498 */ 1617 */
1618object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1619give_skill_by_name (object *op, const char *skill_name)
1500{ 1620{
1501 object *skill_obj; 1621 object *skill_obj;
1502 1622
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1624 if (!skill_obj)
1625 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1627 return NULL;
1507 } 1628 }
1508 /* clear the flag - exp goes into this bucket, but player 1629 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1630 * still doesn't know it.
1510 */ 1631 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1634 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1515 if (op->contr) { 1637 if (op->contr)
1638 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1642 }
1643
1519 return skill_obj; 1644 return skill_obj;
1520} 1645}
1521 1646
1522 1647
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1649 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1650 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1651 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1652 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1653 * (eg, skill)
1529 */ 1654 */
1655void
1530void player_lvl_adj(object *who, object *op) { 1656player_lvl_adj (object *who, object *op)
1657{
1531 char buf[MAX_BUF]; 1658 char buf[MAX_BUF];
1532 1659
1533 if(!op) /* when rolling stats */ 1660 if (!op) /* when rolling stats */
1534 op = who; 1661 op = who;
1535 1662
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 {
1537 op->level++; 1665 op->level++;
1538 1666
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1668 dragon_level_gain (who);
1541 1669
1542 /* Only roll these if it is the player (who) that gained the level */ 1670 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1671 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 }
1677
1678 who->update_stats ();
1679 if (op->level > 1)
1547 } 1680 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1681 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else
1684 sprintf (buf, "You are now level %d.", op->level);
1685 if (who)
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 {
1692 op->level--;
1693 who->update_stats ();
1694 if (op->type != PLAYER)
1564 } 1695 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1699 player_lvl_adj (who, op); /* To decrease more levels */
1566 } 1700 }
1701
1567 /* check if the spell data has changed */ 1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1568 esrv_update_spells(who->contr); 1704 esrv_update_spells (who->contr);
1569} 1705}
1570 1706
1571/* 1707/*
1572 * Returns how much experience is needed for a player to become 1708 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1709 * the given level. level should really never exceed max_level
1574 */ 1710 */
1575 1711
1712sint64
1576sint64 level_exp(int level,double expmul) { 1713level_exp (int level, double expmul)
1714{
1577 if (level > settings.max_level) 1715 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1579 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1580} 1719}
1581 1720
1582/* 1721/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1723 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1724 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1725 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1726 * this can now work on a much larger set of objects.
1588 */ 1727 */
1728void
1589void calc_perm_exp(object *op) 1729calc_perm_exp (object *op)
1590{ 1730{
1591 int p_exp_min; 1731 int p_exp_min;
1592 1732
1593 /* Ensure that our permanent experience minimum is met. 1733 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1734 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1735 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1736 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1737
1598 if (op->perm_exp < p_exp_min) 1738 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1739 op->perm_exp = p_exp_min;
1600 1740
1601 /* Cap permanent experience. */ 1741 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1742 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1743 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1745 op->perm_exp = MAX_EXPERIENCE;
1606} 1746}
1607
1608 1747
1609/* Add experience to a player - exp should only be positive. 1748/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1749 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1750 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1751 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1752 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1753 * flag is what to do if the player doesn't have the skill:
1615 */ 1754 */
1616 1755static void
1617static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1757{
1619 object *skill_obj = NULL; 1758 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1621 int i; 1760 int i;
1622 1761
1623 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1624 if (op->contr->braced) 1763 if (op->contr->braced)
1625 exp = exp / 5; 1764 exp /= 5;
1626 1765
1627 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1628 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1629 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1630 * the players inventory. 1769 * the players inventory.
1631 */ 1770 */
1632 if (skill_name) 1771 if (skill_name)
1633 { 1772 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1635 !strcmp (skill_name, op->chosen_skill->skill))
1636 skill_obj = op->chosen_skill; 1774 skill_obj = op->chosen_skill;
1637 else 1775 else
1638 { 1776 {
1639 for (i = 0; i < NUM_SKILLS; i++) 1777 for (i = 0; i < NUM_SKILLS; i++)
1640 if (op->contr->last_skill_ob[i] &&
1641 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 { 1779 {
1643 skill_obj = op->contr->last_skill_ob[i]; 1780 skill_obj = op->contr->last_skill_ob[i];
1644 break; 1781 break;
1645 } 1782 }
1646 1783
1665 exp_to_add = exp; 1802 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1803 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit) 1804 if (exp_to_add > limit)
1668 exp_to_add = limit; 1805 exp_to_add = limit;
1669 1806
1670 ADD_EXP (op->stats.exp, 1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1671 (sint64) ((float) exp_to_add *
1672 (skill_obj ? skill_obj->expmul : 1)));
1673 if (settings.permanent_exp_ratio) 1808 if (settings.permanent_exp_ratio)
1674 { 1809 {
1675 ADD_EXP (op->perm_exp, 1810 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1676 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1677 (skill_obj ? skill_obj->expmul : 1)));
1678 calc_perm_exp (op); 1811 calc_perm_exp (op);
1679 } 1812 }
1680 1813
1681 player_lvl_adj (op, NULL); 1814 player_lvl_adj (op, NULL);
1682 } 1815 }
1689 exp_to_add = limit; 1822 exp_to_add = limit;
1690 1823
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1824 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio) 1825 if (settings.permanent_exp_ratio)
1693 { 1826 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1827 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj); 1828 calc_perm_exp (skill_obj);
1697 } 1829 }
1698 1830
1699 player_lvl_adj (op, skill_obj); 1831 player_lvl_adj (op, skill_obj);
1700 } 1832 }
1706 * adjustments based on permanent exp and the like. 1838 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience - 1839 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the 1840 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player. 1841 * amount that should get subtract from the player.
1710 */ 1842 */
1843sint64
1711sint64 check_exp_loss(const object *op, sint64 exp) 1844check_exp_loss (const object *op, sint64 exp)
1712{ 1845{
1713 sint64 del_exp; 1846 sint64 del_exp;
1714 1847
1715 if (exp > op->stats.exp) exp = op->stats.exp; 1848 if (exp > op->stats.exp)
1849 exp = op->stats.exp;
1716 if (settings.permanent_exp_ratio) { 1850 if (settings.permanent_exp_ratio)
1851 {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0; 1853 if (del_exp < 0)
1854 del_exp = 0;
1719 if (exp > del_exp) exp=del_exp; 1855 if (exp > del_exp)
1856 exp = del_exp;
1720 } 1857 }
1721 return exp; 1858 return exp;
1722} 1859}
1723 1860
1861sint64
1724sint64 check_exp_adjust(const object *op, sint64 exp) 1862check_exp_adjust (const object *op, sint64 exp)
1725{ 1863{
1864 if (exp < 0)
1726 if (exp<0) return check_exp_loss(op, exp); 1865 return check_exp_loss (op, exp);
1866 else
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1728} 1868}
1729 1869
1730 1870
1731/* Subtracts experience from player. 1871/* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1738 * as much as listed. Eg, if player has gotten reduced to the point 1878 * as much as listed. Eg, if player has gotten reduced to the point
1739 * where everything is at the minimum perm exp, he would lose nothing. 1879 * where everything is at the minimum perm exp, he would lose nothing.
1740 * exp is the amount of exp to subtract - thus, it should be 1880 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number. 1881 * a postive number.
1742 */ 1882 */
1883static void
1743static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1884subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1744{ 1885{
1745 float fraction = (float) exp/(float) op->stats.exp; 1886 float fraction = (float) exp / (float) op->stats.exp;
1746 object *tmp; 1887 object *tmp;
1747 sint64 del_exp; 1888 sint64 del_exp;
1748 1889
1749 for(tmp=op->inv;tmp;tmp=tmp->below) 1890 for (tmp = op->inv; tmp; tmp = tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) { 1891 if (tmp->type == SKILL && tmp->stats.exp)
1892 {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1894 {
1752 del_exp = check_exp_loss(tmp, exp); 1895 del_exp = check_exp_loss (tmp, exp);
1753 tmp->stats.exp -= del_exp; 1896 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp); 1897 player_lvl_adj (op, tmp);
1898 }
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1899 else if (flag != SK_SUBTRACT_SKILL_EXP)
1900 {
1756 /* only want to process other skills if we are not trying 1901 /* only want to process other skills if we are not trying
1757 * to match a specific skill. 1902 * to match a specific skill.
1758 */ 1903 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp); 1906 player_lvl_adj (op, tmp);
1762 } 1907 }
1763 } 1908 }
1909
1764 if (flag != SK_SUBTRACT_SKILL_EXP) { 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1911 {
1765 del_exp = check_exp_loss(op, exp); 1912 del_exp = check_exp_loss (op, exp);
1766 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL); 1914 player_lvl_adj (op, NULL);
1768 } 1915 }
1769} 1916}
1770
1771
1772 1917
1773/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1774 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1775 * 1920 *
1776 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1777 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players. 1925 * these last two values are only used for players.
1781 */ 1926 */
1782 1927void
1783void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1784 1929{
1785#ifdef EXP_DEBUG 1930#ifdef EXP_DEBUG
1786#ifndef WIN32
1787 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1788#else
1789 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1790#endif 1932#endif
1791#endif
1792 1933
1793 /* safety */ 1934 /* safety */
1794 if(!op) { 1935 if (!op)
1936 {
1795 LOG(llevError,"change_exp() called for null object!\n"); 1937 LOG (llevError, "change_exp() called for null object!\n");
1796 return; 1938 return;
1797 } 1939 }
1798 1940
1799 /* if no change in exp, just return - most of the below code 1941 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways. 1942 * won't do anything if the value is 0 anyways.
1801 */ 1943 */
1802 if (exp == 0) return; 1944 if (exp == 0)
1945 return;
1803 1946
1804 /* Monsters are easy - we just adjust their exp - we 1947 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to 1948 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its 1949 * the exp they have - the monsters exp represents what its
1807 * worth. 1950 * worth.
1808 */ 1951 */
1809 if(op->type != PLAYER) { 1952 if (op->type != PLAYER)
1953 {
1810 /* Sanity check */ 1954 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1955 if (!QUERY_FLAG (op, FLAG_ALIVE))
1956 return;
1812 1957
1813 /* reset exp to max allowed value. We subtract from 1958 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return. 1960 * more than max exp, just return.
1961 */
1962 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1963 {
1964 exp = MAX_EXPERIENCE - op->stats.exp;
1965 if (exp < 0)
1966 return;
1967 }
1968
1969 op->stats.exp += exp;
1970 }
1971 else
1972 { /* Players only */
1973 if (exp > 0)
1974 add_player_exp (op, exp, skill_name, flag);
1975 else
1976 /* note that when you lose exp, it doesn't go against
1977 * a particular skill, so we don't need to pass that
1978 * along.
1816 */ 1979 */
1817 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1818 exp = MAX_EXPERIENCE - op->stats.exp;
1819 if (exp < 0) return;
1820 }
1821
1822 op->stats.exp += exp;
1823 }
1824 else { /* Players only */
1825 if(exp>0)
1826 add_player_exp(op, exp, skill_name, flag);
1827 else
1828 /* note that when you lose exp, it doesn't go against
1829 * a particular skill, so we don't need to pass that
1830 * along.
1831 */
1832 subtract_player_exp(op, FABS(exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
1833
1834 } 1981 }
1835} 1982}
1836 1983
1837/* Applies a death penalty experience, the size of this is defined by the 1984/* Applies a death penalty experience, the size of this is defined by the
1838 * settings death_penalty_percentage and death_penalty_levels, and by the 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
1840 */ 1987 */
1841 1988void
1842void apply_death_exp_penalty(object *op) { 1989apply_death_exp_penalty (object *op)
1990{
1843 object *tmp; 1991 object *tmp;
1844 sint64 loss; 1992 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847 1995
1848 for(tmp=op->inv;tmp;tmp=tmp->below) 1996 for (tmp = op->inv; tmp; tmp = tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) { 1997 if (tmp->type == SKILL && tmp->stats.exp)
1998 {
1850 1999
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1853 2002
1854 /* With the revised exp system, you can get cases where 2003 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more 2004 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels 2005 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder. 2006 * tables is a lot harder.
1858 */ 2007 */
1859 if (level_loss < 0) level_loss = 0; 2008 if (level_loss < 0)
2009 level_loss = 0;
1860 2010
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1862 2012
1863 tmp->stats.exp -= loss; 2013 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp); 2014 player_lvl_adj (op, tmp);
1865 } 2015 }
1866 2016
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1868 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0; 2019 if (level_loss < 0)
2020 level_loss = 0;
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1871 2022
1872 op->stats.exp -= loss; 2023 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL); 2024 player_lvl_adj (op, NULL);
1874} 2025}
1875 2026
1876/* This function takes an object (monster/player, op), and 2027/* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the 2028 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make 2029 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on 2030 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype. 2031 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed 2032 * Returns 1 if op makes his save, 0 if he failed
1882 */ 2033 */
2034int
1883int did_make_save(const object *op, int level, int bonus) 2035did_make_save (const object *op, int level, int bonus)
1884{ 2036{
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2037 if (level > MAX_SAVE_LEVEL)
2038 level = MAX_SAVE_LEVEL;
1886 2039
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1; 2041 return 0;
2042
2043 return 1;
1890} 2044}
1891

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