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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* 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 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
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}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
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 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
284{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 286 char message[MAX_BUF];
375 int potion_max=0; 287 int potion_max = 0;
376 288
377 /* remember what object was like before it was changed. note that 289 /* 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 290 * 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 291 * found by update_stats. refop is not a real object
380 */ 292 */
381 memcpy(&refop, op, sizeof(object)); 293 object_copy refop = *op;
382 294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 300 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 301 {
302 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j);
388 304
389 ostat = get_attr_value(&(op->contr->orig_stats),j);
390 i = get_attr_value(&(tmp->stats),j);
391
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 314 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 316 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 317
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 318 if (nstat != ostat)
406 potion_max=0; 319 {
407 } 320 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 321 potion_max = 0;
322 }
323 else if (i)
324 {
409 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 326 potion_max = 1;
411 } 327 }
412 } 328 }
329
413 /* This section of code ups the characters normal stats also. I am not 330 /* 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 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 366 {
367 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 }
370
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
452 success=1;
453 DIFF_MSG(flag, "You feel very protected.",
454 "You don't feel protected anymore.");
455 } 372 {
373 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 }
376
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
457 success=1;
458 DIFF_MSG(flag, "A magic force shimmers around you.",
459 "The magic force fades away.");
460 } 378 {
379 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 }
382
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
462 success=1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.",
464 "Suddenly you feel less safe, somehow.");
465 } 384 {
385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != refop.move_type)
473 success=1; 396 {
397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (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.")); 414 }
489 } 415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 418
493 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 420 check_move_on (op, op);
495 } 421 }
496 422
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 424 * originally undead may change their status
499 */ 425 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
502 success=1; 429 success = 1;
503 if(flag>0) { 430 if (flag > 0)
504 if(op->race) free_string(op->race); 431 {
505 op->race=add_string("undead"); 432 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 434 }
508 if(op->race) free_string(op->race); 435 else
509 if(op->arch->clone.race) 436 {
510 op->race=add_string(op->arch->clone.race); 437 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 }
514 } 440 }
515 }
516 441
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
518 success=1; 443 {
444 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
520 } 446 }
447
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
522 success=1; 449 {
450 success = 1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 452 }
453
525 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 455 * vision
527 */ 456 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
529 success=1; 458 {
530 if(flag>0) { 459 success = 1;
460 if (flag > 0)
461 {
531 if(QUERY_FLAG(op,FLAG_WIZ)) 462 if (QUERY_FLAG (op, FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 464 else
465 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 467 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 468 if (op->type == PLAYER)
537 op->contr->do_los=1; 469 op->contr->do_los = 1;
470 }
471 }
472 else
473 {
474 if (QUERY_FLAG (op, FLAG_WIZ))
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else
477 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND);
480 if (op->type == PLAYER)
481 op->contr->do_los = 1;
482 }
483 }
538 } 484 }
539 } else {
540 if(QUERY_FLAG(op,FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 }
550 485
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
552 success=1; 487 {
488 success = 1;
553 if(op->type==PLAYER) 489 if (op->type == PLAYER)
554 op->contr->do_los=1; 490 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 } 492 }
557 493
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
559 success=1; 495 {
560 if(flag>0) { 496 success = 1;
497 if (flag > 0)
498 {
561 if(QUERY_FLAG(op,FLAG_WIZ)) 499 if (QUERY_FLAG (op, FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
563 else { 501 else
502 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
565 if(op->type==PLAYER) 504 if (op->type == PLAYER)
566 op->contr->do_los=1; 505 op->contr->do_los = 1;
506 }
507 }
508 else
509 {
510 if (QUERY_FLAG (op, FLAG_WIZ))
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else
513 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER)
516 op->contr->do_los = 1;
517 }
518 }
567 } 519 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 }
576 }
577 }
578 520
579 if(tmp->stats.luck) { 521 if (tmp->stats.luck)
580 success=1; 522 {
523 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 525 }
583 526
584 if(tmp->stats.hp && op->type==PLAYER) { 527 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 } 528 {
529 success = 1;
530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
531 }
589 532
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 533 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 } 534 {
535 success = 1;
536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 }
595 538
596 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 540 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 } 541 {
542 success = 1;
543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
544 }
602 545
603 if(tmp->stats.food && op->type==PLAYER) { 546 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 } 547 {
548 success = 1;
549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
608 551
609 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 553 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 554 {
613 if (op->resist[i] != refop.resist[i]) { 555 if (i == ATNR_PHYSICAL)
614 success=1; 556 continue; /* Don't display about armour */
557
615 if (op->resist[i] > refop.resist[i]) 558 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]);
621 559 {
560 success = 1;
561 if (op->resist[i] > refop.resist[i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
565
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 567 }
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 } 568 }
632 } 569
570 if (!potion_max)
633 } 571 {
572 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579 }
580 }
581
634 return success; 582 return success;
635} 583}
636 584
637/* 585/*
638 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 588 */
641 589void
642void drain_stat(object *op) { 590object::drain_stat ()
591{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
644} 593}
645 594
595void
646void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
647 object *tmp; 598 object *tmp;
648 archetype *at; 599 archetype *at;
649 600
650 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 602 if (!at)
603 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 605 return;
606 }
654 } else { 607 else
608 {
655 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
656 if (!tmp) { 611 if (!tmp)
612 {
657 tmp = arch_to_object(at); 613 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
660 } 616 }
661 } 617 }
662 618
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 621 update_stats ();
666} 622}
667 623
668/* 624/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 626 * via an applied bad_luck object.
671 */ 627 */
672 628void
673void change_luck(object *op, int value) { 629object::change_luck (int value)
674 object *tmp; 630{
675 archetype *at; 631 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 632 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 634 else
635 {
682 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
683 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
684 if (!value) 648 if (value)
685 return; 649 {
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 650 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 652 * in op itself).
694 */ 653 */
695 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
696 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
697 op->stats.luck+=value; 658 stats.luck += value;
698 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
699 } 661 }
700 } else { 662 else
663 {
701 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
702 return; 665 return;
703 } 666
704 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
706 */ 669 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
708 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
709 op->stats.luck += diff; 674 stats.luck += diff;
710 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
711 } 677 }
712 }
713 } 678 }
714} 679}
715 680
716/* 681/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 683 */
719 684void
720void remove_statbonus(object *op) { 685object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 686{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 688 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 692 }
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} 693}
736 694
737/* 695/*
738 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 697 */
740 698void
741void add_statbonus(object *op) { 699object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 700{
743 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 702 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 706 }
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} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
757 748
758/* 749/*
759 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
764 */ 755 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
767 */ 758 */
768 759void
769void fix_player(object *op) { 760object::update_stats ()
770 int i,j; 761{
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_speed = 9, added_speed = 0, bonus_speed = 0, 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, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
777 769
778 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 771 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 772 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 for (int i = 0; i < NUM_STATS; i++)
782 } 774 stat_sum [i] = contr->orig_stats.stat (i);
775
783 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
785 778
786 op->attacktype=0; 779 attacktype = 0;
787 op->contr->digestion = 0; 780
788 op->contr->gen_hp = 0; 781 contr->digestion = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 786 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 } 787 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 788
805 if(op->slaying!=NULL) { 789 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 790 slot[i].used = slot[i].info;
807 op->slaying=NULL; 791
808 } 792 slaying = 0;
793
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 798 }
813 799
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 802 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);
825 803
826 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
831 op->chosen_skill = NULL; 815 chosen_skill = 0;
832 816
833 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
834 * archetype clone 818 * archetype clone
835 */ 819 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
837 821
838 for (i=0;i<NROFATTACKS;i++) { 822 for (int i = 0; i < NROFATTACKS; i++)
823 {
839 if (op->resist[i] > 0) 824 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 825 prot[i] = resist[i], vuln[i] = 0;
841 else 826 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
843 potion_resist[i]=0; 829 potion_resist[i] = 0;
844 } 830 }
845
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 840 * that their protection from physical goes down
855 */ 841 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 {
844 ac = max (-10, arch->stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 846 }
860 else 847 else
861 ac=op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
862 849
863 op->stats.luck=op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
864 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
865 852
866 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
868 */ 855 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 856 for (tmp = inv; tmp; tmp = tmp->below)
871 /* See note in map.c:update_position about making this additive 857 {
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 860 * then calls this function.
879 */ 861 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 863 continue;
882 }
883 864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
870
884 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 872 if (tmp->type == SKILL)
873 {
886 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 875 if (IS_MANA_SKILL (tmp->subtype))
888 if (!mana_obj) mana_obj=tmp; 876 {
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 877 if (!mana_obj)
890 } 878 mana_obj = tmp;
879 else if (tmp->level > mana_obj->level)
880 mana_obj = tmp;
881 }
882
891 if (IS_GRACE_SKILL(tmp->subtype)) { 883 if (IS_GRACE_SKILL (tmp->subtype))
892 if (!grace_obj) grace_obj=tmp; 884 {
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 885 if (!grace_obj)
894 } 886 grace_obj = tmp;
895 } 887 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp;
889 }
890 }
896 891
897 /* Container objects are not meant to adjust a players, but other applied 892 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 893 * objects need to make adjustments.
899 * This block should handle all player specific changes 894 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 895 * 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. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
904 * up, etc. 899 * up, etc.
905 */ 900 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 902 && tmp->type != CONTAINER
908 if(op->type==PLAYER) { 903 && tmp->type != CLOSE_CON)
909 if (tmp->type == BOW) 904 || (tmp->type == SKILL
910 op->contr->ranges[range_bow] = tmp; 905 && tmp->subtype == SK_PRAYING))
906 {
907 if (type == PLAYER)
908 {
909 contr->item_power += tmp->item_power;
911 910
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
913 op->contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
914 917
915 for(i=0;i<NUM_STATS;i++) 918 for (int i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
917 920
918 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
919 * spell point recovery and mana point recovery. Seems sort of an arbitary 922 {
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power; 928 }
936 } 929 } /* if this is a player */
937 } /* if this is a player */ 930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
938 935
939 /* Update slots used for items */ 936 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
943 }
944 940
945 if(tmp->type==SYMPTOM) { 941 if (tmp->type == SYMPTOM)
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 942 speed_reduce_from_disease =
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
948 }
949 944
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 949 */
955 if (tmp->type != POTION) { 950 if (tmp->type != POTION)
956 for (i=0; i<NROFATTACKS; i++) { 951 {
952 for (int i = 0; i < NROFATTACKS; i++)
953 {
957 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
959 */ 956 */
960 if (tmp->type==POTION_EFFECT) { 957 if (tmp->type == POTION_EFFECT)
961 if (potion_resist[i]) 958 {
959 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
963 else 961 else
964 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
965 } 963 }
966 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 968 }
971 } 969 }
972 970
973 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype; 973 {
974 attacktype |= tmp->attacktype;
975 path_attuned |= tmp->path_attuned;
976 path_repelled |= tmp->path_repelled;
977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
979 stats.luck += tmp->stats.luck;
980 }
976 981
977 op->path_attuned|=tmp->path_attuned; 982 flag |= tmp->flag & copy_flags;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982 983
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)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
993 986
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
995 SET_FLAG(op,FLAG_MAKE_INVIS); 988 {
996 op->invisible=1; 989 SET_FLAG (this, FLAG_MAKE_INVIS);
997 } 990 invisible = 1;
991 }
998 992
999 if(tmp->stats.exp && tmp->type!=SKILL) { 993 if (tmp->stats.exp && tmp->type != SKILL)
1000 if(tmp->stats.exp > 0) { 994 {
1001 added_speed+=(float)tmp->stats.exp/3.0; 995 if (tmp->stats.exp > 0)
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 996 {
1003 } else 997 added_speed += tmp->stats.exp / 3.f;
1004 added_speed+=(float)tmp->stats.exp; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1005 } 999 }
1000 else
1001 added_speed += tmp->stats.exp;
1002 }
1006 1003
1007 switch(tmp->type) { 1004 switch (tmp->type)
1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1008 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1010 case SKILL: 1017 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1020 break;
1012 1021
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1022 if (chosen_skill)
1023 {
1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1014 1026
1015 if (op->chosen_skill) { 1027 tmp->flag [FLAG_APPLIED] = false;
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1028 update_stats ();
1017 } 1029 return;
1018 op->chosen_skill = tmp; 1030 }
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1031 else
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1032 chosen_skill = tmp;
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 1033
1030 if(tmp->slaying!=NULL) { 1034 if (tmp->stats.dam > 0)
1031 if (op->slaying != NULL) 1035 { /* skill is a 'weapon' */
1032 free_string (op->slaying); 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1033 add_refcount(op->slaying = tmp->slaying); 1037 weapon_speed = WEAPON_SPEED (tmp);
1034 }
1035 1038
1036 if(tmp->stats.ac) 1039 if (weapon_speed < 0)
1037 ac-=(tmp->stats.ac+tmp->magic); 1040 weapon_speed = 0;
1041
1042 weapon_weight = tmp->weight;
1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1044
1045 if (tmp->magic)
1046 stats.dam += tmp->magic;
1047 }
1048
1049 if (tmp->stats.wc)
1050 wc -= tmp->stats.wc + tmp->magic;
1051
1052 if (tmp->slaying)
1053 slaying = tmp->slaying;
1054
1055 if (tmp->stats.ac)
1056 ac -= tmp->stats.ac + tmp->magic;
1057
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1060 }
1061
1062 break;
1063
1064 case SHIELD:
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1040 if (op->type == PLAYER) 1067 case RING:
1041 op->contr->ranges[range_skill] = op; 1068 case AMULET:
1042 break; 1069 case GIRDLE:
1043 1070 case HELMET:
1044 case SKILL_TOOL: 1071 case BOOTS:
1045 if (op->chosen_skill) { 1072 case GLOVES:
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1073 case CLOAK:
1047 } 1074 if (tmp->stats.wc)
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
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)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1076
1077 if (tmp->stats.dam)
1078 stats.dam += tmp->stats.dam + tmp->magic;
1079
1080 if (tmp->stats.ac)
1081 ac -= tmp->stats.ac + tmp->magic;
1082
1083 break;
1084
1085 case BOW:
1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1089 wc -= tmp->stats.wc + tmp->magic;
1090
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1093
1094 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1095 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078 if(weapon_speed<0) weapon_speed=0; 1097
1079 if(tmp->slaying!=NULL) { 1098 if (weapon_speed < 0)
1080 if (op->slaying != NULL) 1099 weapon_speed = 0;
1081 free_string (op->slaying); 1100
1082 add_refcount(op->slaying = tmp->slaying); 1101 slaying = tmp->slaying;
1083 } 1102
1084 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1086 * go. 1105 * go.
1087 */ 1106 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098 1107
1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1112
1113 break;
1114
1099 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000; 1117 contr->encumbrance += tmp->weight / 1000;
1102 1118
1103 case BRACERS: 1119 case BRACERS:
1104 case FORCE: 1120 case FORCE:
1105 if(tmp->stats.wc) { 1121 if (tmp->stats.wc)
1106 if(best_wc<tmp->stats.wc+tmp->magic) { 1122 {
1107 wc+=best_wc; 1123 if (best_wc < tmp->stats.wc + tmp->magic)
1108 best_wc=tmp->stats.wc+tmp->magic; 1124 {
1109 } else 1125 wc += best_wc;
1110 wc+=tmp->stats.wc+tmp->magic; 1126 best_wc = tmp->stats.wc + tmp->magic;
1111 } 1127 }
1112 if(tmp->stats.ac) { 1128 else
1113 if(best_ac<tmp->stats.ac+tmp->magic) { 1129 wc += tmp->stats.wc + tmp->magic;
1130 }
1131
1132 if (tmp->stats.ac)
1133 {
1134 if (best_ac < tmp->stats.ac + tmp->magic)
1135 {
1114 ac+=best_ac; /* Remove last bonus */ 1136 ac += best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic; 1137 best_ac = tmp->stats.ac + tmp->magic;
1116 } 1138 }
1117 else /* To nullify the below effect */ 1139 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic; 1140 ac += tmp->stats.ac + tmp->magic;
1119 } 1141 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1123 max=ARMOUR_SPEED(tmp)/10.0;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128 1142
1143 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic);
1145
1146 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic);
1148
1149 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151
1152 break;
1153 } /* switch tmp->type */
1154 } /* item is equipped */
1155 } /* for loop of items */
1156
1129 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1131 */ 1159 */
1132 1160
1133 /* 'total resistance = total protections - total vulnerabilities'. 1161 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1166 */
1139 for (i=0; i<NROFATTACKS; i++) { 1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1140 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1144 } 1176 {
1145 1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1146 /* Figure out the players sp/mana/hp totals. */ 1183 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) {
1148 int pl_level; 1184 int pl_level;
1149 1185
1150 check_stat_bounds(&(op->stats)); 1186 check_stat_bounds (&(stats));
1151 pl_level=op->level; 1187 pl_level = level;
1152 1188
1189 if (pl_level < 1)
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1154 1191
1155 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */ 1194 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1195 stats.maxhp = 0;
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1196 for (int i = 1; i <= min (10, pl_level); i++)
1197 {
1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1199
1160 if(i%2 && con_bonus[op->stats.Con]%2) { 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1161 if (con_bonus[op->stats.Con]>0) 1201 if (con_bonus[stats.Con] > 0)
1162 j++; 1202 j++;
1163 else 1203 else
1164 j--; 1204 j--;
1165 } 1205
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1167 } 1207 }
1168 1208
1169 for(i=11;i<=op->level;i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1170 op->stats.maxhp+=2;
1171 1210
1172 if(op->stats.hp>op->stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1173 op->stats.hp=op->stats.maxhp; 1212 stats.hp = stats.maxhp;
1174 1213
1175 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above) 1215 * relevant experience object (mana_obj, see above)
1177 */ 1216 */
1178 /* following happen when skills system is not used */ 1217 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op; 1218 if (!mana_obj)
1180 if(!grace_obj) grace_obj = op; 1219 mana_obj = this;
1220
1221 if (!grace_obj)
1222 grace_obj = this;
1223
1181 /* set maxsp */ 1224 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1225 if (!mana_obj || !mana_obj->level || type != PLAYER)
1226 mana_obj = this;
1183 1227
1184 if (mana_obj == op && op->type == PLAYER) { 1228 if (mana_obj == this && type == PLAYER)
1185 op->stats.maxsp = 1; 1229 stats.maxsp = 1;
1186 } else { 1230 else
1187 sp_tmp=0.0; 1231 {
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1232 float sp_tmp = 0.f;
1189 float stmp; 1233
1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1235 {
1236 float stmp;
1190 1237
1191 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1192 if(i<2) { 1239 if (i < 2)
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1194 (float)sp_bonus[op->stats.Int])/6.0); 1241 else
1195 } else { 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204 1243
1205 for(i=11;i<=mana_obj->level;i++) 1244 sp_tmp += max (1.f, stmp);
1206 op->stats.maxsp+=2; 1245 }
1207 } 1246
1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1248 }
1249
1208 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1210 op->stats.sp=op->stats.maxsp*2;
1211 1252
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1255 grace_obj = this;
1214 1256
1215 if (grace_obj == op && op->type == PLAYER) { 1257 if (grace_obj == this && type == PLAYER)
1216 op->stats.maxgrace = 1; 1258 stats.maxgrace = 1;
1217 } else { 1259 else
1260 {
1218 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1222 */ 1265 */
1223 sp_tmp=0.0; 1266 float sp_tmp = 0.f;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1225 float grace_tmp=0.0;
1226 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1269 {
1270 float grace_tmp = 0.f;
1271
1227 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1228 if(i<2) { 1273 if (i < 2)
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0); 1275 else
1231 } else { 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240 1277
1278 sp_tmp += max (1.f, grace_tmp);
1279 }
1280
1241 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1242 for(i=11;i<=grace_obj->level;i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1243 op->stats.maxgrace+=2; 1283 }
1244 } 1284
1245 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1246 1286
1247 if(op->contr->braced) { 1287 if (contr->braced)
1248 ac+=2; 1288 {
1249 wc+=4; 1289 ac += 2;
1250 } 1290 wc += 4;
1251 else 1291 }
1292 else
1252 ac-=dex_bonus[op->stats.Dex]; 1293 ac -= dex_bonus[stats.Dex];
1253 1294
1254 /* In new exp/skills system, wc bonuses are related to 1295 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj) 1296 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t. 1297 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better 1298 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that 1299 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1 1300 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1264 */ 1305 */
1306 object *wc_obj = chosen_skill;
1265 1307
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1308 if (contr && wc_obj && wc_obj->level > 1)
1309 {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1268 for(i=1;i<wc_obj->level;i++) { 1312 for (int i = 1; i < wc_obj->level; i++)
1313 {
1269 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1270 if(!(i%6)) wc--; 1315 if (!(i % 6))
1316 wc--;
1317
1271 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1274 } 1321 }
1275 } else 1322 }
1323 else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1277 1325
1278 op->stats.dam+=dam_bonus[op->stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1279 1327
1280 if(op->stats.dam<1) 1328 if (stats.dam < 1)
1281 op->stats.dam=1; 1329 stats.dam = 1;
1282 1330
1283 op->speed=1.0+speed_bonus[op->stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1332
1284 if (settings.search_items && op->contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1285 op->speed -= 1; 1334 speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288 1335
1289 } /* End if player */ 1336 if (attacktype == 0)
1337 attacktype = arch->attacktype;
1338 } /* End if player */
1290 1339
1291 if(added_speed>=0) 1340 if (added_speed >= 0)
1292 op->speed+=added_speed/10.0; 1341 speed += added_speed / 10.f;
1293 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed); 1343 speed /= 1.f - added_speed;
1295 1344
1296 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1297 if(op->speed>max) 1346 speed = min (speed, max_speed);
1298 op->speed=max;
1299 1347
1300 if(op->type == PLAYER) { 1348 if (type == PLAYER)
1349 {
1301 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1305 */ 1354 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1355 f = (carrying / 1000) - max_carry[stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1356 if (f > 0)
1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1308 } 1358 }
1309 1359
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1311 1361
1362 speed = speed * speed_reduce_from_disease;
1363
1312 /* Put a lower limit on speed. Note with this speed, you move once every 1364 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1365 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */ 1366 */
1315 op->speed = op->speed * speed_reduce_from_disease; 1367 if (speed < 0.01f && type == PLAYER)
1368 speed = 0.01f;
1316 1369
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1370 if (speed != old_speed)
1371 set_speed (speed);
1318 1372
1319 if(op->type == PLAYER) { 1373 if (type == PLAYER)
1320 float M,W,s,D,K,S,M2; 1374 {
1321
1322 /* (This formula was made by vidarl@ifi.uio.no) 1375 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically 1376 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but 1377 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read. 1378 * that would just be a real pain to read.
1326 */ 1379 */
1327 M=(max_carry[op->stats.Str]-121)/121.0; 1380 float M = (max_carry[stats.Str] - 121) / 121.f;
1328 M2=max_carry[op->stats.Str]/100.0; 1381 float M2 = max_carry[stats.Str] / 100.f;
1329 W=weapon_weight/20000.0; 1382 float W = weapon_weight / 20000.f;
1330 s=2-weapon_speed/10.0; 1383 float s = (20 - weapon_speed) / 10.f;
1331 D=(op->stats.Dex-14)/14.0; 1384 float D = (stats.Dex - 14) / 14.f;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1385 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2; 1386
1334 if(K<=0) K=0.01; 1387 K *= (4 + level) * 1.2f / (6 + level);
1335 S=op->speed/(K*s); 1388
1336 op->contr->weapon_sp=S; 1389 if (K <= 0.01f)
1390 K = 0.01f;
1391
1392 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1337 } 1393 }
1394
1338 /* I want to limit the power of small monsters with big weapons: */ 1395 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&& 1396 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1340 op->stats.dam>op->arch->clone.stats.dam*3) 1397 stats.dam = arch->stats.dam * 3;
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342 1398
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this 1399 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1344 * should be more than enough - remember, AC is also in 8 bits, 1400 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1345 * so its value is the same.
1346 */
1347 if (wc>120) wc=120;
1348 else if (wc<-120) wc=-120;
1349 op->stats.wc=wc;
1350 1401
1351 if (ac>120) ac=120;
1352 else if (ac<-120) ac=-120;
1353 op->stats.ac=ac;
1354
1355 /* if for some reason the creature doesn't have any move type, 1402 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default. 1403 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the 1404 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just 1405 * old behaviour - if your flying, your not walking - just
1359 * one or the other. 1406 * one or the other.
1360 */ 1407 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK; 1408 if (move_type == 0)
1409 move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK;
1363 1412
1364 update_ob_speed(op);
1365
1366 /* It is quite possible that a player's spell costing might have changed, 1413 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now. 1414 * so we will check that now.
1368 */ 1415 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr); 1416 if (type == PLAYER)
1417 {
1418 esrv_update_stats (contr);
1419 esrv_update_spells (contr);
1420 }
1421
1422 // update the mapspace, if we are on a map
1423 if (!flag [FLAG_REMOVED] && map)
1424 map->at (x, y).flags_ = 0;
1370} 1425}
1371 1426
1372/* 1427/*
1373 * Returns true if the given player is a legal class. 1428 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1429 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1430 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1431 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1432 * false otherwise.
1378 */ 1433 */
1379 1434int
1380int allowed_class(const object *op) { 1435allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1436{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1437 return op->stats.Dex > 0
1438 && op->stats.Str > 0
1439 && op->stats.Con > 0
1440 && op->stats.Int > 0
1441 && op->stats.Wis > 0
1442 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1443 && op->stats.Cha > 0;
1384} 1444}
1385 1445
1386/* 1446/*
1387 * set the new dragon name after gaining levels or 1447 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1448 * changing ability focus (later this can be extended to
1391 * Note that the title is written to 'own_title' in the 1451 * Note that the title is written to 'own_title' in the
1392 * player struct. This should be changed to 'ext_title' 1452 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this! 1453 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'. 1454 * Please, anyone, write support for 'ext_title'.
1395 */ 1455 */
1456void
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1457set_dragon_name (object *pl, const object *abil, const object *skin)
1458{
1397 int atnr=-1; /* attacknumber of highest level */ 1459 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1460 int level = 0; /* highest level */
1399 int i; 1461 int i;
1400 1462
1401 /* Perhaps do something more clever? */ 1463 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1464 if (!abil || !skin)
1403 1465 return;
1466
1404 /* first, look for the highest level */ 1467 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1468 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1469 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1470 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1471 {
1408 level = abil->resist[i]; 1472 level = abil->resist[i];
1409 atnr = i; 1473 atnr = i;
1410 } 1474 }
1411 } 1475 }
1412 1476
1413 /* now if there are equals at highest level, pick the one with focus, 1477 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1478 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1479 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1480 atnr = abil->stats.exp;
1418 1481
1419 level = (int)(level/5.); 1482 level = (int) (level / 5.);
1420 1483
1421 /* now set the new title */ 1484 /* now set the new title */
1422 if (pl->contr != NULL) { 1485 if (pl->contr != NULL)
1486 {
1423 if(level == 0) 1487 if (level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1) 1489 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1490 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1427 else if (level == 2) 1491 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1492 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1429 else if (level == 3) 1493 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1494 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1431 else {
1432 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50)
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1437 else 1495 else
1496 {
1497 /* special titles for extra high resistance! */
1498 if (skin->resist[atnr] > 80)
1499 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1500 else if (skin->resist[atnr] > 50)
1501 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1502 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1503 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1439 } 1504 }
1440 } 1505 }
1441 1506
1442 strcpy(pl->contr->own_title, ""); 1507 strcpy (pl->contr->own_title, "");
1443} 1508}
1444 1509
1445/* 1510/*
1446 * This function is called when a dragon-player gains 1511 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1512 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1513 * or change the ability-focus.
1449 */ 1514 */
1515void
1450void dragon_level_gain(object *who) { 1516dragon_level_gain (object *who)
1517{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1518 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1519 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1520 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1521 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1522
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1523 /* now grab the 'dragon_ability'-forces from the player's inventory */
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1524 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1525 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1526 if (tmp->arch->archname == shstr_dragon_ability_force)
1460 abil = tmp; 1527 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1528 else if (tmp->arch->archname == shstr_dragon_skin_force)
1462 skin = tmp; 1529 skin = tmp;
1463 } 1530
1464 }
1465 /* if the force is missing -> bail out */ 1531 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1532 if (abil == NULL)
1467 1533 return;
1534
1468 /* The ability_force keeps track of maximum level ever achieved. 1535 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1536 * New abilties can only be gained by surpassing this max level
1470 */ 1537 */
1471 if (who->level > abil->level) { 1538 if (who->level > abil->level)
1539 {
1472 /* increase our focused ability */ 1540 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1541 abil->resist[abil->stats.exp]++;
1474
1475 1542
1543
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1544 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1545 {
1477 /* time to hand out a new ability-gift */ 1546 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1547 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1548 }
1480 } 1549
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1550 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1551 {
1483 /* apply new ability focus */ 1552 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1553 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1554 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1555
1488 abil->stats.exp = abil->last_eat; 1556 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1557 abil->last_eat = 0;
1490 } 1558 }
1559
1560 abil->level = who->level;
1491 1561 }
1492 abil->level = who->level; 1562
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1563 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1564 set_dragon_name (who, abil, skin);
1497} 1565}
1498 1566
1499/* Handy function - given the skill name skill_name, we find the skill 1567/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1568 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1569 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1570 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1571 * want to do something with it immediately.
1504 */ 1572 */
1573object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1574give_skill_by_name (object *op, const char *skill_name)
1506{ 1575{
1507 object *skill_obj; 1576 object *skill_obj;
1508 1577
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1578 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1579 if (!skill_obj)
1580 {
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL; 1582 return NULL;
1513 } 1583 }
1584
1514 /* clear the flag - exp goes into this bucket, but player 1585 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1586 * still doesn't know it.
1516 */ 1587 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1589 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1590 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1591 insert_ob_in_ob (skill_obj, op);
1521 if (op->contr) { 1592
1593 if (player *pl = op->contr)
1594 {
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1595 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1596 if (pl->ns)
1597 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1524 } 1598 }
1599
1525 return skill_obj; 1600 return skill_obj;
1526} 1601}
1527
1528 1602
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1603/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1604 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1605 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1606 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1607 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1608 * (eg, skill)
1535 */ 1609 */
1610void
1536void player_lvl_adj(object *who, object *op) { 1611player_lvl_adj (object *who, object *op)
1612{
1537 char buf[MAX_BUF]; 1613 char buf[MAX_BUF];
1538 1614 bool changed = false;
1615
1539 if(!op) /* when rolling stats */ 1616 if (!op) /* when rolling stats */
1540 op = who; 1617 op = who;
1541 1618
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1619 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1620 {
1621 changed = true;
1622
1543 op->level++; 1623 op->level++;
1544 1624
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1546 dragon_level_gain(who); 1626 dragon_level_gain (who);
1547 1627
1548 /* Only roll these if it is the player (who) that gained the level */ 1628 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1629 if (op == who && (who->level < 11) && who->type == PLAYER)
1630 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1631 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1632 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1633 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1634 }
1554 1635
1555 fix_player(who); 1636 if (op->level > 1)
1556 if(op->level>1) { 1637 {
1638 if (op->type != PLAYER)
1639 {
1640 who->contr->play_sound (sound_find ("skill_up"));
1641 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1642 }
1643 else
1644 {
1645 who->contr->play_sound (sound_find ("level_up"));
1646 sprintf (buf, "You are now level %d.", op->level);
1647 }
1648
1649 if (who)
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 }
1652 }
1653
1654 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1655 {
1656 changed = true;
1657
1658 op->level--;
1659
1557 if (op->type!=PLAYER) 1660 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1661 {
1559 else
1560 sprintf(buf,"You are now level %d.",op->level);
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1562 }
1563 player_lvl_adj(who,op); /* To increase more levels */
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1565 op->level--;
1566 fix_player(who);
1567 if(op->type!=PLAYER) {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1662 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1664 }
1571 player_lvl_adj(who,op); /* To decrease more levels */ 1665 }
1666
1667 if (changed)
1572 } 1668 {
1669 who->update_stats ();
1670 esrv_update_stats (who->contr);
1573 /* check if the spell data has changed */ 1671 /* check if the spell data has changed */
1574 esrv_update_spells(who->contr); 1672 esrv_update_spells (who->contr);
1673 }
1575} 1674}
1576 1675
1577/* 1676/*
1578 * Returns how much experience is needed for a player to become 1677 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1678 * the given level. level should really never exceed max_level
1580 */ 1679 */
1581 1680
1681sint64
1582sint64 level_exp(int level,double expmul) { 1682level_exp (int level, double expmul)
1683{
1583 if (level > settings.max_level) 1684 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1685 return (sint64) (expmul * levels[settings.max_level]);
1686
1585 return (sint64) (expmul * levels[level]); 1687 return (sint64) (expmul * levels[level]);
1586} 1688}
1587 1689
1588/* 1690/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1691 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1692 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1693 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1694 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1695 * this can now work on a much larger set of objects.
1594 */ 1696 */
1697void
1595void calc_perm_exp(object *op) 1698calc_perm_exp (object *op)
1596{ 1699{
1597 int p_exp_min; 1700 int p_exp_min;
1598 1701
1599 /* Ensure that our permanent experience minimum is met. 1702 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1703 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1704 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1705 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1706
1604 if (op->perm_exp < p_exp_min) 1707 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1708 op->perm_exp = p_exp_min;
1606 1709
1607 /* Cap permanent experience. */ 1710 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1711 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1712 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1713 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1714 op->perm_exp = MAX_EXPERIENCE;
1612} 1715}
1613
1614 1716
1615/* Add experience to a player - exp should only be positive. 1717/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1718 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1719 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1720 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1721 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1722 * flag is what to do if the player doesn't have the skill:
1621 */ 1723 */
1622 1724static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1725add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1726{
1625 object *skill_obj=NULL; 1727 object *skill_obj = NULL;
1626 sint64 limit, exp_to_add; 1728 sint64 limit, exp_to_add;
1627 int i; 1729 int i;
1628 1730
1629 /* prevents some forms of abuse. */ 1731 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1732 if (op->contr->braced)
1733 exp /= 5;
1631 1734
1632 /* Try to find the matching skill. 1735 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1736 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1737 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1738 * the players inventory.
1636 */ 1739 */
1637 if (skill_name) { 1740 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1741 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1742 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1640 skill_obj = op->chosen_skill; 1743 skill_obj = op->chosen_skill;
1641 else { 1744 else
1745 {
1642 for (i=0; i<NUM_SKILLS; i++) 1746 for (i = 0; i < NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] && 1747 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) { 1748 {
1645 skill_obj = op->contr->last_skill_ob[i]; 1749 skill_obj = op->contr->last_skill_ob[i];
1646 break; 1750 break;
1647 } 1751 }
1648 1752
1649 /* Player doesn't have the skill. Check to see what to do, and give 1753 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1754 * it to the player if necessary
1651 */ 1755 */
1652 if (!skill_obj) { 1756 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1757 {
1758 if (flag == SK_EXP_NONE)
1759 return;
1654 else if (flag == SK_EXP_ADD_SKILL) 1760 else if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1761 give_skill_by_name (op, skill_name);
1762 }
1763 }
1656 } 1764 }
1657 } 1765
1766 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1767 {
1659
1660 /* Basically, you can never gain more experience in one shot 1768 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1769 * than half what you need to gain for next level.
1662 */ 1770 */
1663 exp_to_add = exp; 1771 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1772 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1773 if (exp_to_add > limit)
1774 exp_to_add = limit;
1666 1775
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1776 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1777 if (settings.permanent_exp_ratio)
1778 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1779 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1780 calc_perm_exp (op);
1671 } 1781 }
1672 1782
1673 player_lvl_adj(op,NULL); 1783 player_lvl_adj (op, NULL);
1784 }
1785
1674 if (skill_obj) { 1786 if (skill_obj)
1787 {
1675 exp_to_add = exp; 1788 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1789 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1790 if (exp_to_add > limit)
1791 exp_to_add = limit;
1792
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1793 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1794 if (settings.permanent_exp_ratio)
1795 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1796 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1797 calc_perm_exp (skill_obj);
1682 } 1798 }
1799
1683 player_lvl_adj(op,skill_obj); 1800 player_lvl_adj (op, skill_obj);
1684 } 1801 }
1685} 1802}
1686 1803
1687/* This function checks to make sure that object 'op' can 1804/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1805 * lost 'exp' experience. It returns the amount of exp
1690 * adjustments based on permanent exp and the like. 1807 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1808 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1809 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1810 * amount that should get subtract from the player.
1694 */ 1811 */
1812sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1813check_exp_loss (const object *op, sint64 exp)
1696{ 1814{
1697 sint64 del_exp; 1815 sint64 del_exp;
1698 1816
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1817 if (exp > op->stats.exp)
1818 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1819 if (settings.permanent_exp_ratio)
1820 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1821 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1822 if (del_exp < 0)
1703 if (exp > del_exp) exp=del_exp; 1823 del_exp = 0;
1824 if (exp > del_exp)
1825 exp = del_exp;
1704 } 1826 }
1705 return exp; 1827 return exp;
1706} 1828}
1707 1829
1830sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1831check_exp_adjust (const object *op, sint64 exp)
1709{ 1832{
1833 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1834 return check_exp_loss (op, exp);
1835 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1836 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1837}
1713 1838
1714 1839
1715/* Subtracts experience from player. 1840/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1841 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1847 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1848 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1849 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1850 * a postive number.
1726 */ 1851 */
1852static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1853subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1854{
1729 float fraction = (float) exp/(float) op->stats.exp; 1855 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1856 object *tmp;
1731 sint64 del_exp; 1857 sint64 del_exp;
1732 1858
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1859 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1860 if (tmp->type == SKILL && tmp->stats.exp)
1861 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1862 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1863 {
1736 del_exp = check_exp_loss(tmp, exp); 1864 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1865 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1866 player_lvl_adj (op, tmp);
1867 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1868 else if (flag != SK_SUBTRACT_SKILL_EXP)
1869 {
1740 /* only want to process other skills if we are not trying 1870 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1871 * to match a specific skill.
1742 */ 1872 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1873 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1874 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1875 player_lvl_adj (op, tmp);
1876 }
1746 } 1877 }
1747 } 1878
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1879 if (flag != SK_SUBTRACT_SKILL_EXP)
1880 {
1749 del_exp = check_exp_loss(op, exp); 1881 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1882 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1883 player_lvl_adj (op, NULL);
1752 } 1884 }
1753} 1885}
1754
1755
1756 1886
1757/* change_exp() - changes experience to a player/monster. This 1887/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1888 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1889 *
1760 * The exp passed is typically not modified much by this function - 1890 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1891 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1892 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1893 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1894 * these last two values are only used for players.
1765 */ 1895 */
1766 1896void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1897change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1898{
1769#ifdef EXP_DEBUG 1899#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1900 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1901#endif
1775#endif
1776 1902
1777 /* safety */ 1903 /* safety */
1778 if(!op) { 1904 if (!op)
1905 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1906 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1907 return;
1781 } 1908 }
1782 1909
1783 /* if no change in exp, just return - most of the below code 1910 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1911 * won't do anything if the value is 0 anyways.
1785 */ 1912 */
1786 if (exp == 0) return; 1913 if (exp == 0)
1914 return;
1787 1915
1788 /* Monsters are easy - we just adjust their exp - we 1916 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1917 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1918 * the exp they have - the monsters exp represents what its
1791 * worth. 1919 * worth.
1792 */ 1920 */
1793 if(op->type != PLAYER) { 1921 if (op->type != PLAYER)
1922 {
1794 /* Sanity check */ 1923 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1924 if (!QUERY_FLAG (op, FLAG_ALIVE))
1925 return;
1796 1926
1797 /* reset exp to max allowed value. We subtract from 1927 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1928 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1929 * more than max exp, just return.
1800 */ 1930 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1931 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1932 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 1933 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 1934 if (exp < 0)
1804 } 1935 return;
1936 }
1805 1937
1806 op->stats.exp += exp; 1938 op->stats.exp += exp;
1807 } 1939 }
1808 else { /* Players only */ 1940 else
1809 if(exp>0) 1941 { /* Players only */
1942 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 1943 add_player_exp (op, exp, skill_name, flag);
1811 else 1944 else
1812 /* note that when you lose exp, it doesn't go against 1945 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 1946 * a particular skill, so we don't need to pass that
1814 * along. 1947 * along.
1815 */ 1948 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1949 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1950 }
1819} 1951}
1820 1952
1821/* Applies a death penalty experience, the size of this is defined by the 1953/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1954 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1955 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1956 */
1825 1957void
1826void apply_death_exp_penalty(object *op) { 1958apply_death_exp_penalty (object *op)
1959{
1827 object *tmp; 1960 object *tmp;
1828 sint64 loss; 1961 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1962 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1963 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1964
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1965 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1966 if (tmp->type == SKILL && tmp->stats.exp)
1967 {
1834 1968
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1969 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1970 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1971
1838 /* With the revised exp system, you can get cases where 1972 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1973 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1974 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1975 * tables is a lot harder.
1842 */ 1976 */
1843 if (level_loss < 0) level_loss = 0; 1977 if (level_loss < 0)
1978 level_loss = 0;
1844 1979
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1980 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1981
1847 tmp->stats.exp -= loss; 1982 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1983 player_lvl_adj (op, tmp);
1849 } 1984 }
1850 1985
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1987 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1988
1989 if (level_loss < 0)
1990 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1992
1856 op->stats.exp -= loss; 1993 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1994 player_lvl_adj (op, NULL);
1858} 1995}
1859 1996
1860/* This function takes an object (monster/player, op), and 1997/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1998 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1999 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 2000 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 2001 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 2002 * Returns 1 if op makes his save, 0 if he failed
1866 */ 2003 */
2004int
1867int did_make_save(const object *op, int level, int bonus) 2005did_make_save (const object *op, int level, int bonus)
1868{ 2006{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2007 if (level > MAX_SAVE_LEVEL)
2008 level = MAX_SAVE_LEVEL;
1870 2009
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2010 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 2011 return 0;
2012
2013 return 1;
1874} 2014}
1875

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