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Comparing deliantra/server/common/living.C (file contents):
Revision 1.6 by pippijn, Thu Sep 7 09:37:12 2006 UTC vs.
Revision 1.112 by root, Sun Mar 28 16:41:45 2010 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.6 2006/09/07 09:37:12 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#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,
353 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
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)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
373 object refop; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
374 char message[MAX_BUF]; 287 char message[MAX_BUF];
375 int potion_max=0; 288 int potion_max = 0;
376
377 /* 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
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
383 if(op->type==PLAYER) { 297 if (op->type == PLAYER)
298 {
384 if (tmp->type==POTION) { 299 if (tmp->type == POTION)
300 {
385 potion_max=1; 301 potion_max = 1;
302
386 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 304 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
403 } 324 }
404 if (nstat != ostat) { 325 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 326 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 328 potion_max = 1;
411 } 329 }
412 } 330 }
331
413 /* This section of code ups the characters normal stats also. I am not 332 /* 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 333 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 334 * recalculates this anyway.
416 */ 335 */
417 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
419 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 340 } /* end of potion handling code */
421 } 341 }
422 342
423 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 344 * everything to set
425 */ 345 */
426 if(flag == -1) { 346 if (flag == -1)
347 {
427 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 353 * and not the other move_ fields.
433 */ 354 */
434 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
435 } 356 }
436 357
437 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
440 */ 361 */
441 fix_player(op); 362 op->update_stats ();
442 363
443 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 365 * print out message if this is a bow.
445 */ 366 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
447 success=1; 369 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 374 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 375 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 380 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 381 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 386 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 387 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 389 }
390
466 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 395 * from fly high)
471 */ 396 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
473 success=1; 399 success = 1;
474 400
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
477 */ 403 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 407 }
481 408
482 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
483 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 412 * in that case, you don't actually land
485 */ 413 */
486 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 416 }
417
490 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 420 }
496 421
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 423 * originally undead may change their status
499 */ 424 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
502 success=1; 428 success = 1;
503 if(flag>0) { 429 if (flag > 0)
430 {
504 op->race = "undead"; 431 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
506 } else { 434 else
435 {
507 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (tmp->flag [FLAG_BLIND])
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
509 } 469 }
510 } 470 }
511 471 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 472 {
513 success=1; 473 if (op->flag [FLAG_WIZ])
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 475 else
476 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 479 if (op->type == PLAYER)
532 op->contr->do_los=1; 480 op->contr->do_los = 1;
533 } 481 }
534 } else { 482 }
535 if(QUERY_FLAG(op,FLAG_WIZ)) 483 }
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 484
485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 500 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 501 {
539 CLEAR_FLAG(op,FLAG_BLIND); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 503 if (op->type == PLAYER)
541 op->contr->do_los=1; 504 op->contr->do_los = 1;
542 } 505 }
543 } 506 }
544 } 507 else
545 508 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 509 if (op->flag [FLAG_WIZ])
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 511 else
512 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 514 if (op->type == PLAYER)
561 op->contr->do_los=1; 515 op->contr->do_los = 1;
562 } 516 }
563 } else {
564 if(QUERY_FLAG(op,FLAG_WIZ))
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
566 else {
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
568 if(op->type==PLAYER)
569 op->contr->do_los=1;
570 } 517 }
571 }
572 } 518 }
573 519
574 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
521 {
575 success=1; 522 success = 1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 } 524 }
578 525
579 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
580 success=1; 528 success = 1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
582 "You feel much less healthy!");
583 } 530 }
584 531
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
586 success=1; 534 success = 1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
588 "You suddenly feel very mundane.");
589 } 536 }
590 537
591 /* for the future when artifacts set this -b.t. */ 538 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) { 539 if (tmp->stats.grace && op->type == PLAYER)
540 {
593 success=1; 541 success = 1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
595 "You suddenly feel less holy.");
596 } 543 }
597 544
598 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
546 {
599 success=1; 547 success = 1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
601 "You feel your digestion speeding up.");
602 } 549 }
603 550
604 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) { 552 for (int i = 0; i < NROFATTACKS; i++)
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607 553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
608 if (op->resist[i] != refop.resist[i]) { 557 if (op->resist [i] != prev_resist [i])
558 {
609 success=1; 559 success = 1;
560
610 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
611 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
612 change_resist_msg[i], op->resist[i]);
613 else 563 else
614 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
615 change_resist_msg[i], op->resist[i]); 565
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
618 } 573 {
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1; 574 success = 1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
626 } 576 }
627 } 577
628 }
629 return success; 578 return success;
630} 579}
631 580
632/* 581/*
633 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 584 */
636 585void
637void drain_stat(object *op) { 586object::drain_stat ()
587{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
639} 589}
640 590
591void
641void drain_specific_stat(object *op, int deplete_stats) { 592object::drain_specific_stat (int deplete_stats)
593{
642 object *tmp; 594 object *tmp;
643 archetype *at; 595 archetype *at;
644 596
645 at = find_archetype(ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
646 if (!at) { 598 if (!at)
599 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 601 return;
602 }
649 } else { 603 else
604 {
650 tmp = present_arch_in_ob(at, op); 605 tmp = present_arch_in_ob (at, this);
606
651 if (!tmp) { 607 if (!tmp)
652 tmp = arch_to_object(at); 608 {
609 tmp = at->instance ();
653 tmp = insert_ob_in_ob(tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
655 } 612 }
656 } 613 }
657 614
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 617 update_stats ();
661} 618}
662 619
663/* 620/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 622 * via an applied bad_luck object.
666 */ 623 */
667 624void
668void change_luck(object *op, int value) { 625object::change_luck (int value)
669 object *tmp; 626{
670 archetype *at; 627 archetype *at = archetype::find (shstr_luck);
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 628 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 630 else
631 {
677 tmp = present_arch_in_ob(at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
678 if (!tmp) { 634 if (!tmp)
635 {
636 if (!value)
637 return;
638
639 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED);
642 }
643
679 if (!value) 644 if (value)
680 return; 645 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 648 * in op itself).
689 */ 649 */
690 new_luck = tmp->stats.luck+value; 650 int new_luck = tmp->stats.luck + value;
651
691 if (new_luck >= -100 && new_luck <= 100) { 652 if (new_luck >= -100 && new_luck <= 100)
653 {
692 op->stats.luck+=value; 654 stats.luck += value;
693 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
656 }
694 } 657 }
695 } else { 658 else
659 {
696 if (!tmp->stats.luck) { 660 if (!tmp->stats.luck)
697 return; 661 return;
698 } 662
699 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
701 */ 665 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
703 int diff = tmp->stats.luck>0?-1:1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
704 op->stats.luck += diff; 670 stats.luck += diff;
705 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
672 }
706 } 673 }
707 }
708 } 674 }
709} 675}
710 676
711/* 677/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 679 */
714 680void
715void remove_statbonus(object *op) { 681object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 682{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 683 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 684 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 685 sint8 v = arch->stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 686 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 687 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 688 }
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
730} 689}
731 690
732/* 691/*
733 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 693 */
735 694void
736void add_statbonus(object *op) { 695object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 696{
738 op->stats.Dex += op->arch->clone.stats.Dex; 697 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 698 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 699 sint8 v = arch->stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 700 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 701 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 702 }
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
751} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
752 744
753/* 745/*
754 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
759 */ 751 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
762 */ 754 */
763 755void
764void fix_player(object *op) { 756object::update_stats ()
765 int i,j; 757{
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 759 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
771 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
772 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 769 if (type == PLAYER)
770 {
771 contr->delayed_update = false;
772
774 for(i=0;i<NUM_STATS;i++) { 773 for (int i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
776 } 775
777 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
779 778
780 op->attacktype=0; 779 attacktype = 0;
780
781 op->contr->digestion = 0; 781 contr->digestion = 0;
782 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 786 contr->item_power = 0;
787
788 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped.
792 */
793 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL;
796 } 787 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
799 op->slaying = 0; 792 slaying = 0;
800 793
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 798 }
805 799
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 803
818 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
819 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
820 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
821 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
822 op->move_type = op->arch->clone.move_type;
823 op->chosen_skill = NULL;
824 808
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
815 object *chosen_skill = 0;
816
825 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
826 * archetype clone 818 * archetype clone
827 */ 819 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
829 821
830 for (i=0;i<NROFATTACKS;i++) { 822 for (int i = 0; i < NROFATTACKS; i++)
823 {
831 if (op->resist[i] > 0) 824 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 825 prot[i] = resist[i], vuln[i] = 0;
833 else 826 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
835 potion_resist[i]=0; 829 potion_resist[i] = 0;
836 } 830 }
837
838 wc=op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam;
840 831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
841 /* 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,
842 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
843 * 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 -
844 * 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,
845 * 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
846 * that their protection from physical goes down 840 * that their protection from physical goes down
847 */ 841 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 {
844 ac = max (-10, arch->stats.ac - level / 3);
850 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;
851 } 846 }
852 else 847 else
853 ac=op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
854 849
855 op->stats.luck=op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
856 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
857 852
858 /* 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.
859 * 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.
860 */ 855 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 856 for (tmp = inv; tmp; tmp = tmp->below)
863 /* See note in map.c:update_position about making this additive 857 {
864 * since light sources are never applied, need to put check here.
865 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
867
868 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
869 * 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
870 * then calls this function. 860 * then calls this function.
871 */ 861 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 863 continue;
874 }
875 864
865 glow_radius += tmp->glow_radius;
866
876 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 868 if (tmp->type == SKILL)
869 {
878 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 871 if (IS_MANA_SKILL (tmp->subtype))
872 {
880 if (!mana_obj) mana_obj=tmp; 873 if (!mana_obj)
874 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
882 } 877 }
878
883 if (IS_GRACE_SKILL(tmp->subtype)) { 879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
884 if (!grace_obj) grace_obj=tmp; 881 if (!grace_obj)
882 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
886 } 885 }
887 } 886 }
888 887
889 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments. 889 * objects need to make adjustments.
891 * This block should handle all player specific changes 890 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
896 * up, etc. 895 * up, etc.
897 */ 896 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 {
900 if(op->type==PLAYER) { 902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i);
915
916 if (digest_types [tmp->type])
917 {
918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
921 contr->gen_sp += tmp->stats.sp;
922 contr->gen_grace += tmp->stats.grace;
923 contr->gen_sp_armour += tmp->gen_sp_armour;
924 }
925 } /* if this is a player */
926 else
927 {
901 if (tmp->type == BOW) 928 if (tmp->type == WEAPON)
902 op->contr->ranges[range_bow] = tmp; 929 current_weapon = tmp;
930 }
903 931
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 932 /* Update slots used for items */
905 op->contr->ranges[range_misc] = tmp; 933 if (tmp->flag [FLAG_APPLIED])
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
906 936
907 for(i=0;i<NUM_STATS;i++) 937 if (tmp->type == SYMPTOM)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
909 939
910 /* these are the items that currently can change digestion, regeneration, 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 941 * (Negative protections are calculated exactly like positive.)
912 * list, but other items store other info into stats array. 942 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken.
944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
913 */ 951 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 952 if (potion_resist[i])
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 953 max_it (potion_resist[i], tmp->resist[i]);
916 (tmp->type == SHIELD) || (tmp->type == RING) || 954 else
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 955 potion_resist[i] = tmp->resist[i];
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 956 }
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 957 else if (tmp->type != POTION)
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 958 for (int i = 0; i < NROFATTACKS; i++)
921 (tmp->type == SKILL)) { 959 if (tmp->resist[i] > 0)
922 op->contr->digestion += tmp->stats.food; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923 op->contr->gen_hp += tmp->stats.hp; 961 else if (tmp->resist[i] < 0)
924 op->contr->gen_sp += tmp->stats.sp; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925 op->contr->gen_grace += tmp->stats.grace; 963
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 964 /* There may be other things that should not adjust the attacktype */
927 op->contr->item_power += tmp->item_power; 965 if (tmp->type != SYMPTOM)
966 {
967 attacktype |= tmp->attacktype;
968 path_attuned |= tmp->path_attuned;
969 path_repelled |= tmp->path_repelled;
970 path_denied |= tmp->path_denied;
971 move_type |= tmp->move_type;
972 stats.luck += tmp->stats.luck;
973 }
974
975 flag |= tmp->flag & copy_flags;
976
977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
978 SET_FLAG (this, FLAG_UNDEAD);
979
980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
981 {
982 SET_FLAG (this, FLAG_MAKE_INVIS);
983 invisible = 1;
984 }
985
986 if (tmp->stats.exp && tmp->type != SKILL)
987 {
988 if (tmp->stats.exp > 0)
989 {
990 added_speed += tmp->stats.exp / 3.f;
991 bonus_speed += tmp->stats.exp / 3.f + 1.f;
928 } 992 }
929 } /* if this is a player */ 993 else
930 994 added_speed += tmp->stats.exp;
931 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
933 for (i=0; i<NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i];
935 } 995 }
936 996
937 if(tmp->type==SYMPTOM) { 997 switch (tmp->type)
938 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 } 998 {
941 999 /* skills modifying the character -b.t. */
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1000 /* for all skills and skill granting objects */
943 * (Negative protections are calculated extactly like positive.) 1001 case SKILL:
944 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 1002 {
947 if (tmp->type != POTION) { 1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
948 for (i=0; i<NROFATTACKS; i++) { 1004 break;
949 /* Potential for cursed potions, in which case we just can use 1005
950 * a straight MAX, as potion_resist is initialized to zero. 1006 if (chosen_skill)
951 */ 1007 {
952 if (tmp->type==POTION_EFFECT) { 1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
953 if (potion_resist[i]) 1009 &name, &chosen_skill->name, &tmp->name);
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1010
1011 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats ();
955 else 1013 return;
956 potion_resist[i] = tmp->resist[i];
957 } 1014 }
1015 else
1016 chosen_skill = tmp;
1017
958 else if (tmp->resist[i] > 0) 1018 if (tmp->stats.dam > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1019 { /* skill is a 'weapon' */
1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021 weapon_speed = WEAPON_SPEED (tmp);
1022
1023 if (weapon_speed < 0)
1024 weapon_speed = 0;
1025
1026 weapon_weight = tmp->weight;
1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028
960 else if (tmp->resist[i] < 0) 1029 if (tmp->magic)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1030 stats.dam += tmp->magic;
1031 }
1032
1033 if (tmp->stats.wc)
1034 wc -= tmp->stats.wc + tmp->magic;
1035
1036 if (tmp->slaying)
1037 slaying = tmp->slaying;
1038
1039 if (tmp->stats.ac)
1040 ac -= tmp->stats.ac + tmp->magic;
1041
1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 contr->encumbrance += 3 * tmp->weight / 1000;
962 } 1044 }
963 }
964 1045
965 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled;
971 op->path_denied|=tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type;
974
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 }
990
991 if(tmp->stats.exp && tmp->type!=SKILL) {
992 if(tmp->stats.exp > 0) {
993 added_speed+=(float)tmp->stats.exp/3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
995 } else 1046 break;
996 added_speed+=(float)tmp->stats.exp;
997 }
998 1047
999 switch(tmp->type) {
1000 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */
1002 case SKILL: 1048 case SHIELD:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1004 1050 contr->encumbrance += tmp->weight / 2000;
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1051 //FALLTHROUGH
1006 1052 case RING:
1007 if (op->chosen_skill) { 1053 case AMULET:
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1054 case GIRDLE:
1009 } 1055 case HELMET:
1010 op->chosen_skill = tmp; 1056 case BOOTS:
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1057 case GLOVES:
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1058 case CLOAK:
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc) 1059 if (tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic); 1060 wc -= tmp->stats.wc + tmp->magic;
1021 1061
1022 if (tmp->slaying!=NULL) 1062 if (tmp->stats.dam)
1023 op->slaying = tmp->slaying; 1063 stats.dam += tmp->stats.dam + tmp->magic;
1024 1064
1025 if(tmp->stats.ac) 1065 if (tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic); 1066 ac -= tmp->stats.ac + tmp->magic;
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1067
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break; 1068 break;
1032 1069
1070 case WAND:
1071 case ROD:
1072 case HORN:
1033 case SKILL_TOOL: 1073 case SKILL_TOOL:
1034 if (op->chosen_skill) {
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 }
1037 op->chosen_skill = tmp;
1038 if (op->type == PLAYER) 1074 if (type != PLAYER)
1039 op->contr->ranges[range_skill] = op; 1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1040 break; 1076 break;
1041 1077
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS: 1078 case BOW:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1056 if(tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic);
1058 break;
1059
1060 case WEAPON: 1079 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1061 wc-=(tmp->stats.wc+tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1085
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1063 ac-=tmp->stats.ac+tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1088
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1065 weapon_weight=tmp->weight; 1090 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1067 if(weapon_speed<0) weapon_speed=0; 1093 if (weapon_speed < 0)
1094 weapon_speed = 0;
1095
1068 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1069 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1071 * go. 1100 * go.
1072 */ 1101 */
1073 op->current_weapon = tmp; 1102
1103 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1104 if (settings.spell_encumbrance)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) {
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic;
1090 } 1106 }
1091 if(tmp->stats.ac) { 1107
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic;
1098 }
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102 max=ARMOUR_SPEED(tmp)/10.0;
1103 break; 1108 break;
1109
1110 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000;
1113
1114 case BRACERS:
1115 case FORCE:
1116 if (tmp->stats.wc)
1117 {
1118 if (best_wc < tmp->stats.wc + tmp->magic)
1119 {
1120 wc += best_wc;
1121 best_wc = tmp->stats.wc + tmp->magic;
1122 }
1123 else
1124 wc += tmp->stats.wc + tmp->magic;
1125 }
1126
1127 if (tmp->stats.ac)
1128 {
1129 if (best_ac < tmp->stats.ac + tmp->magic)
1130 {
1131 ac += best_ac; /* Remove last bonus */
1132 best_ac = tmp->stats.ac + tmp->magic;
1133 }
1134 else /* To nullify the below effect */
1135 ac += tmp->stats.ac + tmp->magic;
1136 }
1137
1138 if (tmp->stats.wc)
1139 wc -= tmp->stats.wc + tmp->magic;
1140
1141 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic;
1143
1144 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1147 break;
1104 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1105 } /* item is equipped */ 1149 } /* item is equipped */
1106 } /* for loop of items */ 1150 } /* for loop of items */
1107 1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156
1108 /* 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
1109 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1159 */
1160
1161 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'.
1166 */
1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1169 resist[i] = prot[i] - vuln[i];
1170
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1186 int pl_level;
1187
1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1110 */ 1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1365
1366 if (type == PLAYER)
1367 {
1368 /* (This formula was made by vidarl@ifi.uio.no)
1369 * Note that we never used these values again - basically
1370 * all of these could be subbed into one big equation, but
1371 * that would just be a real pain to read.
1372 */
1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1374 float M2 = max_carry[stats.Str] / 100.f;
1375 float W = weapon_weight / 20000.f;
1376 float s = (20 - weapon_speed) / 10.f;
1377 float D = (stats.Dex - 14) / 14.f;
1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1382 if (K <= 0.01f)
1383 K = 0.01f;
1384
1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1386 }
1387
1388 /* I want to limit the power of small monsters with big weapons: */
1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1390 stats.dam = arch->stats.dam * 3;
1391
1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1394
1395 /* if for some reason the creature doesn't have any move type,
1396 * give them walking as a default.
1397 * The second case is a special case - to more closely mimic the
1398 * old behaviour - if your flying, your not walking - just
1399 * one or the other.
1400 */
1401 if (move_type == 0)
1402 move_type = MOVE_WALK;
1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1404 move_type &= ~MOVE_WALK;
1405
1406 // now apply the new move_type
1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1409
1410 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now.
1412 */
1413 if (is_player ())
1414 contr->update_spells ();
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1111 1425
1112 /* 'total resistance = total protections - total vulnerabilities'. 1426 if (is_on_map ())
1113 * If there is an uncursed potion in effect, granting more protection 1427 update_all_los (map, x, y);
1114 * than that, we take: 'total resistance = resistance from potion'. 1428 else if (object *env = outer_env ())
1115 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'.
1117 */
1118 for (i=0; i<NROFATTACKS; i++) {
1119 op->resist[i] = prot[i] - vuln[i];
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i];
1123 } 1429 {
1124 1430 env->update_stats ();
1125 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) {
1127 int pl_level;
1128 1431
1129 check_stat_bounds(&(op->stats)); 1432 if (env->is_on_map ())
1130 pl_level=op->level; 1433 update_all_los (env->map, env->x, env->y);
1131
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1133
1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1139 if(i%2 && con_bonus[op->stats.Con]%2) {
1140 if (con_bonus[op->stats.Con]>0)
1141 j++;
1142 else
1143 j--;
1144 }
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1146 }
1147
1148 for(i=11;i<=op->level;i++)
1149 op->stats.maxhp+=2;
1150
1151 if(op->stats.hp>op->stats.maxhp)
1152 op->stats.hp=op->stats.maxhp;
1153
1154 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above)
1156 */
1157 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op;
1159 if(!grace_obj) grace_obj = op;
1160 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1162
1163 if (mana_obj == op && op->type == PLAYER) {
1164 op->stats.maxsp = 1;
1165 } else {
1166 sp_tmp=0.0;
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1168 float stmp;
1169
1170 /* Got some extra bonus at first level */
1171 if(i<2) {
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else {
1175 stmp=(float)op->contr->levsp[i]
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0;
1180 sp_tmp+=stmp;
1181 }
1182 op->stats.maxsp=(int)sp_tmp;
1183
1184 for(i=11;i<=mana_obj->level;i++)
1185 op->stats.maxsp+=2;
1186 }
1187 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2)
1189 op->stats.sp=op->stats.maxsp*2;
1190
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1193
1194 if (grace_obj == op && op->type == PLAYER) {
1195 op->stats.maxgrace = 1;
1196 } else {
1197 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful.
1201 */
1202 sp_tmp=0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1204 float grace_tmp=0.0;
1205
1206 /* Got some extra bonus at first level */
1207 if(i<2) {
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else {
1211 grace_tmp=(float)op->contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] +
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0;
1216 sp_tmp+=grace_tmp;
1217 }
1218 op->stats.maxgrace=(int)sp_tmp;
1219
1220 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++)
1222 op->stats.maxgrace+=2;
1223 }
1224 /* No limit on grace vs maxgrace */
1225
1226 if(op->contr->braced) {
1227 ac+=2;
1228 wc+=4;
1229 }
1230 else
1231 ac-=dex_bonus[op->stats.Dex];
1232
1233 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t.
1243 */
1244
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) {
1248 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--;
1250 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1253 }
1254 } else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]);
1256
1257 op->stats.dam+=dam_bonus[op->stats.Str];
1258
1259 if(op->stats.dam<1)
1260 op->stats.dam=1;
1261
1262 op->speed=1.0+speed_bonus[op->stats.Dex];
1263 if (settings.search_items && op->contr->search_str[0])
1264 op->speed -= 1;
1265 if (op->attacktype==0)
1266 op->attacktype=op->arch->clone.attacktype;
1267
1268 } /* End if player */
1269
1270 if(added_speed>=0)
1271 op->speed+=added_speed/10.0;
1272 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed);
1274
1275 /* Max is determined by armour */
1276 if(op->speed>max)
1277 op->speed=max;
1278
1279 if(op->type == PLAYER) {
1280 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is
1284 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str];
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1287 } 1434 }
1288
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1290
1291 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */
1294 op->speed = op->speed * speed_reduce_from_disease;
1295
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1297
1298 if(op->type == PLAYER) {
1299 float M,W,s,D,K,S,M2;
1300
1301 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read.
1305 */
1306 M=(max_carry[op->stats.Str]-121)/121.0;
1307 M2=max_carry[op->stats.Str]/100.0;
1308 W=weapon_weight/20000.0;
1309 s=2-weapon_speed/10.0;
1310 D=(op->stats.Dex-14)/14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2;
1313 if(K<=0) K=0.01;
1314 S=op->speed/(K*s);
1315 op->contr->weapon_sp=S;
1316 }
1317 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&&
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same.
1325 */
1326 if (wc>120) wc=120;
1327 else if (wc<-120) wc=-120;
1328 op->stats.wc=wc;
1329
1330 if (ac>120) ac=120;
1331 else if (ac<-120) ac=-120;
1332 op->stats.ac=ac;
1333
1334 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just
1338 * one or the other.
1339 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1342
1343 update_ob_speed(op);
1344
1345 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now.
1347 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr);
1349} 1435}
1350 1436
1351/* 1437/*
1352 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1442 * false otherwise.
1357 */ 1443 */
1358 1444int
1359int allowed_class(const object *op) { 1445allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1446{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1447 return op->stats.Dex > 0
1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1453 && op->stats.Cha > 0;
1363} 1454}
1364 1455
1365/* 1456/*
1366 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1368 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1369 * 1460 */
1370 * Note that the title is written to 'own_title' in the 1461void
1371 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'.
1374 */
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1463{
1376 int atnr=-1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1465 int level = 0; /* highest level */
1378 int i; 1466 int i;
1379 1467
1380 /* Perhaps do something more clever? */ 1468 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1469 if (!abil || !skin)
1382 1470 return;
1471
1383 /* first, look for the highest level */ 1472 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1473 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1474 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1475 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1476 {
1387 level = abil->resist[i]; 1477 level = abil->resist[i];
1388 atnr = i; 1478 atnr = i;
1389 } 1479 }
1390 } 1480 }
1391 1481
1392 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1483 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1397 1486
1398 level = (int)(level/5.);
1399
1400 /* now set the new title */ 1487 /* now set the new title */
1401 if (pl->contr != NULL) {
1402 if(level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1406 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1408 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1410 else { 1492 else
1493 {
1411 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1416 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1418 }
1419 } 1498 }
1420 1499
1421 strcpy(pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1422} 1501}
1423 1502
1424/* 1503/*
1425 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1506 * or change the ability-focus.
1428 */ 1507 */
1508static void
1429void dragon_level_gain(object *who) { 1509dragon_level_gain (object *who)
1510{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1511 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1512 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1515
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1518 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1439 abil = tmp; 1520 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1441 skin = tmp; 1522 skin = tmp;
1442 } 1523
1443 }
1444 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1525 if (abil == NULL)
1446 1526 return;
1527
1447 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1529 * New abilties can only be gained by surpassing this max level
1449 */ 1530 */
1450 if (who->level > abil->level) { 1531 if (who->level > abil->level)
1532 {
1451 /* increase our focused ability */ 1533 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1534 abil->resist[abil->stats.exp]++;
1453
1454 1535
1536
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1537 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1538 {
1456 /* time to hand out a new ability-gift */ 1539 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1540 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1541 }
1460 1542
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1543 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1544 {
1462 /* apply new ability focus */ 1545 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1546 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1547 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1548
1467 abil->stats.exp = abil->last_eat; 1549 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1550 abil->last_eat = 0;
1469 } 1551 }
1470 1552
1471 abil->level = who->level; 1553 abil->level = who->level;
1472 } 1554 }
1473 1555
1474 /* last but not least, set the new title for the dragon */ 1556 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1557 set_dragon_name (who, abil, skin);
1476} 1558}
1477 1559
1478/* Handy function - given the skill name skill_name, we find the skill 1560/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1561 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1562 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1563 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1564 * want to do something with it immediately.
1483 */ 1565 */
1566object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1567give_skill_by_name (object *op, const char *skill_name)
1485{ 1568{
1486 object *skill_obj; 1569 object *skill_obj;
1487 1570
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1572 if (!skill_obj)
1573 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1491 return NULL; 1575 return NULL;
1492 } 1576 }
1577
1493 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1579 * still doesn't know it.
1495 */ 1580 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1583 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1584 op->insert (skill_obj);
1500 if (op->contr) { 1585
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1586 if (player *pl = op->contr)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1587 pl->link_skills ();
1503 } 1588
1504 return skill_obj; 1589 return skill_obj;
1505} 1590}
1506
1507 1591
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1595 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1596 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1597 * (eg, skill)
1514 */ 1598 */
1599void
1515void player_lvl_adj(object *who, object *op) { 1600player_lvl_adj (object *who, object *op)
1601{
1516 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1517 1603 bool changed = false;
1604
1518 if(!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1519 op = who; 1606 op = who;
1520 1607
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 {
1610 changed = true;
1611
1522 op->level++; 1612 op->level++;
1523 1613
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1525 dragon_level_gain(who); 1615 dragon_level_gain (who);
1526 1616
1527 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 }
1624
1625 if (op->level > 1)
1532 } 1626 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1538 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1539 sprintf(buf,"You are now level %d.",op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 } 1636 }
1542 player_lvl_adj(who,op); /* To increase more levels */ 1637
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1638 if (who)
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 }
1641 }
1642
1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1644 {
1645 changed = true;
1646
1647 op->level--;
1648
1649 if (op->type != PLAYER)
1549 } 1650 {
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 }
1551 } 1654 }
1552 /* check if the spell data has changed */ 1655
1553 esrv_update_spells(who->contr); 1656 if (changed)
1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1554} 1658}
1555 1659
1556/* 1660/*
1557 * Returns how much experience is needed for a player to become 1661 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1662 * the given level. level should really never exceed max_level
1559 */ 1663 */
1560 1664
1665sint64
1561sint64 level_exp(int level,double expmul) { 1666level_exp (int level, double expmul)
1667{
1562 if (level > settings.max_level) 1668 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1564 return (sint64) (expmul * levels[level]); 1671 return (sint64) (expmul * levels[level]);
1565} 1672}
1566 1673
1567/* 1674/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1675 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1676 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1677 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1678 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1679 * this can now work on a much larger set of objects.
1573 */ 1680 */
1681void
1574void calc_perm_exp(object *op) 1682calc_perm_exp (object *op)
1575{ 1683{
1576 int p_exp_min; 1684 int p_exp_min;
1577 1685
1578 /* Ensure that our permanent experience minimum is met. 1686 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1687 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1688 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1689 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1690
1583 if (op->perm_exp < p_exp_min) 1691 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1692 op->perm_exp = p_exp_min;
1585 1693
1586 /* Cap permanent experience. */ 1694 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1695 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1696 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1697 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1698 op->perm_exp = MAX_EXPERIENCE;
1591} 1699}
1592
1593 1700
1594/* Add experience to a player - exp should only be positive. 1701/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1702 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1703 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1704 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1705 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1706 * flag is what to do if the player doesn't have the skill:
1600 */ 1707 */
1601 1708static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1709add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1710{
1604 object *skill_obj = NULL; 1711 object *skill_obj;
1605 sint64 limit, exp_to_add; 1712 sint64 limit, exp_to_add;
1606 int i; 1713 int i;
1607 1714
1608 /* prevents some forms of abuse. */ 1715 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1716 if (op->contr->braced)
1610 exp = exp / 5; 1717 exp /= 5;
1611 1718
1612 /* Try to find the matching skill. 1719 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1720 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1721 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1722 * the players inventory.
1616 */ 1723 */
1724 skill_obj = 0;
1725
1617 if (skill_name) 1726 if (skill_name)
1618 { 1727 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1728 skill_obj = op->contr->find_skill (skill_name);
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill;
1622 else
1623 {
1624 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 {
1628 skill_obj = op->contr->last_skill_ob[i];
1629 break;
1630 }
1631 1729
1632 /* Player doesn't have the skill. Check to see what to do, and give 1730 /* Player doesn't have the skill. Check to see what to do, and give
1633 * it to the player if necessary 1731 * it to the player if necessary
1634 */ 1732 */
1635 if (!skill_obj) 1733 if (!skill_obj)
1636 { 1734 {
1637 if (flag == SK_EXP_NONE) 1735 if (flag == SK_EXP_NONE)
1638 return; 1736 return;
1737
1639 else if (flag == SK_EXP_ADD_SKILL) 1738 if (flag == SK_EXP_ADD_SKILL)
1640 give_skill_by_name (op, skill_name); 1739 skill_obj = give_skill_by_name (op, skill_name);
1641 }
1642 } 1740 }
1643 } 1741 }
1644 1742
1645 if (flag != SK_EXP_SKILL_ONLY) 1743 if (flag != SK_EXP_SKILL_ONLY)
1646 { 1744 {
1650 exp_to_add = exp; 1748 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1749 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1750 if (exp_to_add > limit)
1653 exp_to_add = limit; 1751 exp_to_add = limit;
1654 1752
1655 ADD_EXP (op->stats.exp, 1753 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1754 if (settings.permanent_exp_ratio)
1659 { 1755 {
1660 ADD_EXP (op->perm_exp, 1756 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1757 calc_perm_exp (op);
1664 } 1758 }
1665 1759
1666 player_lvl_adj (op, NULL); 1760 player_lvl_adj (op, NULL);
1667 } 1761 }
1674 exp_to_add = limit; 1768 exp_to_add = limit;
1675 1769
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1770 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1771 if (settings.permanent_exp_ratio)
1678 { 1772 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1773 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1774 calc_perm_exp (skill_obj);
1682 } 1775 }
1683 1776
1684 player_lvl_adj (op, skill_obj); 1777 player_lvl_adj (op, skill_obj);
1685 } 1778 }
1686} 1779}
1687 1780
1688/* This function checks to make sure that object 'op' can 1781/* This function checks to make sure that object 'op' can
1689 * lost 'exp' experience. It returns the amount of exp 1782 * lose 'exp' experience. It returns the amount of exp
1690 * object 'op' can in fact lose - it basically makes 1783 * object 'op' can in fact lose - it basically makes
1691 * adjustments based on permanent exp and the like. 1784 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1785 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1786 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1787 * amount that should get subtract from the player.
1695 */ 1788 */
1789static sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1790check_exp_loss (const object *op, sint64 exp)
1697{ 1791{
1698 sint64 del_exp; 1792 sint64 del_exp;
1699 1793
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1794 if (exp > op->stats.exp)
1795 exp = op->stats.exp;
1796
1701 if (settings.permanent_exp_ratio) { 1797 if (settings.permanent_exp_ratio)
1798 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1799 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1800
1801 if (del_exp < 0)
1802 del_exp = 0;
1803
1704 if (exp > del_exp) exp=del_exp; 1804 if (exp > del_exp)
1805 exp = del_exp;
1705 } 1806 }
1807
1706 return exp; 1808 return exp;
1707} 1809}
1708 1810
1811sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1812check_exp_adjust (const object *op, sint64 exp)
1710{ 1813{
1814 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1815 return check_exp_loss (op, exp);
1816 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1817 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1713} 1818}
1714
1715 1819
1716/* Subtracts experience from player. 1820/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1718 * only subtract from the matching skill. Otherwise, 1822 * only subtract from the matching skill. Otherwise,
1719 * this subtracts a portion from all 1823 * this subtracts a portion from all
1723 * as much as listed. Eg, if player has gotten reduced to the point 1827 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1828 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1829 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1830 * a postive number.
1727 */ 1831 */
1832static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1834{
1730 float fraction = (float) exp/(float) op->stats.exp; 1835 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1836 object *tmp;
1732 sint64 del_exp; 1837 sint64 del_exp;
1733 1838
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1840 if (tmp->type == SKILL && tmp->stats.exp)
1841 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 {
1737 del_exp = check_exp_loss(tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1846 player_lvl_adj (op, tmp);
1847 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1848 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 {
1741 /* only want to process other skills if we are not trying 1850 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1851 * to match a specific skill.
1743 */ 1852 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1855 player_lvl_adj (op, tmp);
1747 } 1856 }
1748 } 1857 }
1858
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1860 {
1750 del_exp = check_exp_loss(op, exp); 1861 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1863 player_lvl_adj (op, NULL);
1753 } 1864 }
1754} 1865}
1755
1756
1757 1866
1758/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1869 *
1761 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1874 * these last two values are only used for players.
1766 */ 1875 */
1767 1876void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1878{
1770#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1881#endif
1776#endif
1777 1882
1778 /* safety */ 1883 /* safety */
1779 if(!op) { 1884 if (!op)
1885 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1886 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1887 return;
1782 } 1888 }
1783 1889
1784 /* if no change in exp, just return - most of the below code 1890 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1891 * won't do anything if the value is 0 anyways.
1786 */ 1892 */
1787 if (exp == 0) return; 1893 if (exp == 0)
1894 return;
1788 1895
1789 /* Monsters are easy - we just adjust their exp - we 1896 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1897 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1898 * the exp they have - the monsters exp represents what its
1792 * worth. 1899 * worth.
1793 */ 1900 */
1794 if(op->type != PLAYER) { 1901 if (op->type != PLAYER)
1902 {
1795 /* Sanity check */ 1903 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1904 if (!QUERY_FLAG (op, FLAG_ALIVE))
1905 return;
1797 1906
1798 /* reset exp to max allowed value. We subtract from 1907 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1909 * more than max exp, just return.
1910 */
1911 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1912 {
1913 exp = MAX_EXPERIENCE - op->stats.exp;
1914 if (exp < 0)
1915 return;
1916 }
1917
1918 op->stats.exp += exp;
1919 }
1920 else
1921 { /* Players only */
1922 if (exp > 0)
1923 add_player_exp (op, exp, skill_name, flag);
1924 else
1925 /* note that when you lose exp, it doesn't go against
1926 * a particular skill, so we don't need to pass that
1927 * along.
1801 */ 1928 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1930 }
1820} 1931}
1821 1932
1822/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1936 */
1826 1937void
1827void apply_death_exp_penalty(object *op) { 1938apply_death_exp_penalty (object *op)
1828 object *tmp; 1939{
1829 sint64 loss; 1940 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1941 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1942 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1943
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1945 if (tmp->type == SKILL && tmp->stats.exp)
1835 1946 {
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1838 1949
1839 /* With the revised exp system, you can get cases where 1950 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 1951 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 1952 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 1953 * tables is a lot harder.
1843 */ 1954 */
1844 if (level_loss < 0) level_loss = 0; 1955 if (level_loss < 0)
1956 level_loss = 0;
1845 1957
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1958 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1847 1959
1848 tmp->stats.exp -= loss; 1960 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 1961 player_lvl_adj (op, tmp);
1850 } 1962 }
1851 1963
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 1966
1967 if (level_loss < 0)
1968 level_loss = 0;
1969
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1970 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1856 1971
1857 op->stats.exp -= loss; 1972 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 1973 player_lvl_adj (op, NULL);
1859} 1974}
1860 1975
1861/* This function takes an object (monster/player, op), and 1976/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 1977 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 1978 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 1979 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 1980 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 1981 * Returns 1 if op makes his save, 0 if he failed
1867 */ 1982 */
1983int
1868int did_make_save(const object *op, int level, int bonus) 1984did_make_save (const object *op, int level, int bonus)
1869{ 1985{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1986 if (level > MAX_SAVE_LEVEL)
1987 level = MAX_SAVE_LEVEL;
1871 1988
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1989 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 1990 return 0;
1991
1992 return 1;
1875} 1993}
1876

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