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Comparing deliantra/server/common/living.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:28 2006 UTC vs.
Revision 1.108 by root, Fri Mar 26 00:59:20 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 1.2 2006/08/26 23:36:28 root 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;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388 302
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 for (int j = 0; j < NUM_STATS; j++)
390 i = get_attr_value(&(tmp->stats),j); 304 {
305 int ostat = op->contr->orig_stats.stat (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)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 318 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 319
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 320 if (nstat != ostat)
406 potion_max=0; 321 {
407 } 322 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 323 potion_max = 0;
324 }
325 else if (i)
326 {
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)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 368 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 369 success = 1;
452 success=1; 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
453 DIFF_MSG(flag, "You feel very protected.", 371 }
454 "You don't feel protected anymore."); 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
455 } 374 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 375 success = 1;
457 success=1; 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
458 DIFF_MSG(flag, "A magic force shimmers around you.", 377 }
459 "The magic force fades away."); 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
460 } 380 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 381 success = 1;
462 success=1; 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 383 }
464 "Suddenly you feel less safe, somehow."); 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
465 } 386 {
387 success = 1;
388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
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)
473 success=1; 398 {
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.")); 416 }
489 } 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)
504 if(op->race) free_string(op->race); 430 {
505 op->race=add_string("undead"); 431 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 433 }
508 if(op->race) free_string(op->race); 434 else
509 if(op->arch->clone.race) 435 {
510 op->race=add_string(op->arch->clone.race); 436 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
514 } 439 }
515 }
516 440
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
518 success=1; 442 {
443 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 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])
520 } 448 {
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 success = 1;
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 451 }
452
525 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 454 * vision
527 */ 455 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 456 if (tmp->flag [FLAG_BLIND])
529 success=1; 457 {
530 if(flag>0) { 458 success = 1;
531 if(QUERY_FLAG(op,FLAG_WIZ)) 459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 463 else
464 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 467 if (op->type == PLAYER)
537 op->contr->do_los=1; 468 op->contr->do_los = 1;
469 }
470 }
471 else
472 {
473 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND);
479 if (op->type == PLAYER)
480 op->contr->do_los = 1;
481 }
482 }
538 } 483 }
539 } else { 484
540 if(QUERY_FLAG(op,FLAG_WIZ)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 } 486 {
550 487 success = 1;
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER) 488 if (op->type == PLAYER)
554 op->contr->do_los=1; 489 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 } 491 }
568 } else { 492
569 if(QUERY_FLAG(op,FLAG_WIZ)) 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.");
500 else
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER)
504 op->contr->do_los = 1;
505 }
506 }
507 else
508 {
509 if (op->flag [FLAG_WIZ])
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 511 else
512 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 514 if (op->type == PLAYER)
574 op->contr->do_los=1; 515 op->contr->do_los = 1;
516 }
517 }
575 } 518 }
576 }
577 }
578 519
579 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
580 success=1; 521 {
522 success = 1;
581 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.");
582 } 524 }
583 525
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
595 537
596 /* for the future when artifacts set this -b.t. */ 538 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 539 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
602 544
603 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
608 550
609 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 552 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
613 if (op->resist[i] != refop.resist[i]) { 557 if (op->resist [i] != prev_resist [i])
558 {
614 success=1; 559 success = 1;
560
615 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
616 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]);
617 change_resist_msg[i], op->resist[i]); 563 else
618 else 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
619 sprintf(message, "Your resistance to %s drops to %d%%.", 565
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 567 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 568 }
632 } 569
633 } 570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
573 {
574 success = 1;
575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 }
577
634 return success; 578 return success;
635} 579}
636 580
637/* 581/*
638 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 584 */
641 585void
642void drain_stat(object *op) { 586object::drain_stat ()
587{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
644} 589}
645 590
591void
646void drain_specific_stat(object *op, int deplete_stats) { 592object::drain_specific_stat (int deplete_stats)
593{
647 object *tmp; 594 object *tmp;
648 archetype *at; 595 archetype *at;
649 596
650 at = find_archetype(ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
651 if (!at) { 598 if (!at)
599 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 601 return;
602 }
654 } else { 603 else
604 {
655 tmp = present_arch_in_ob(at, op); 605 tmp = present_arch_in_ob (at, this);
606
656 if (!tmp) { 607 if (!tmp)
657 tmp = arch_to_object(at); 608 {
609 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
660 } 612 }
661 } 613 }
662 614
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 617 update_stats ();
666} 618}
667 619
668/* 620/*
669 * 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.
670 * via an applied bad_luck object. 622 * via an applied bad_luck object.
671 */ 623 */
672 624void
673void change_luck(object *op, int value) { 625object::change_luck (int value)
674 object *tmp; 626{
675 archetype *at; 627 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 628 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 630 else
631 {
682 tmp = present_arch_in_ob(at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
683 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
684 if (!value) 644 if (value)
685 return; 645 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 648 * in op itself).
694 */ 649 */
695 new_luck = tmp->stats.luck+value; 650 int new_luck = tmp->stats.luck + value;
651
696 if (new_luck >= -100 && new_luck <= 100) { 652 if (new_luck >= -100 && new_luck <= 100)
653 {
697 op->stats.luck+=value; 654 stats.luck += value;
698 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
656 }
699 } 657 }
700 } else { 658 else
659 {
701 if (!tmp->stats.luck) { 660 if (!tmp->stats.luck)
702 return; 661 return;
703 } 662
704 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
706 */ 665 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
708 int diff = tmp->stats.luck>0?-1:1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
709 op->stats.luck += diff; 670 stats.luck += diff;
710 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
672 }
711 } 673 }
712 }
713 } 674 }
714} 675}
715 676
716/* 677/*
717 * 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.
718 */ 679 */
719 680void
720void remove_statbonus(object *op) { 681object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 682{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 683 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 684 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 685 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 686 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 687 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 688 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 689}
736 690
737/* 691/*
738 * 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.
739 */ 693 */
740 694void
741void add_statbonus(object *op) { 695object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 696{
743 op->stats.Dex += op->arch->clone.stats.Dex; 697 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 698 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 699 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 700 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 701 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 702 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 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;
757 744
758/* 745/*
759 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
761 * 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.
762 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
764 */ 751 *
765/* 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.
766 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
767 */ 754 */
768 755void
769void fix_player(object *op) { 756object::update_stats ()
770 int i,j; 757{
771 event *evt;
772 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;
773 int weapon_weight=0,weapon_speed=0; 759 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 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];
777 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
778 /* 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 */
779 if(op->type==PLAYER) { 769 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 770 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 771 contr->delayed_update = false;
782 } 772
773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i);
775
783 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
785 778
786 op->attacktype=0; 779 attacktype = 0;
787 op->contr->digestion = 0; 780
788 op->contr->gen_hp = 0; 781 contr->digestion = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 786 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 787 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 788
805 if(op->slaying!=NULL) { 789 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 790 slot[i].used = slot[i].info;
807 op->slaying=NULL; 791
808 } 792 slaying = 0;
793
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 798 }
813 799
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 803
826 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type; 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
831 op->chosen_skill = NULL; 815 chosen_skill = 0;
832 816
833 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
834 * archetype clone 818 * archetype clone
819 */
820 memcpy (&resist, &arch->resist, sizeof (resist));
821
822 for (int i = 0; i < NROFATTACKS; i++)
823 {
824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0;
826 else
827 vuln[i] = -(resist[i]), prot[i] = 0;
828
829 potion_resist[i] = 0;
830 }
831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down
841 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 {
844 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 }
847 else
848 ac = arch->stats.ac;
849
850 stats.luck = arch->stats.luck;
851 speed = arch->speed;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
835 */ 861 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 glow_radius += tmp->glow_radius;
866
867 /* For some things, we don't care what is equipped */
868 if (tmp->type == SKILL)
869 {
870 /* Want to take the highest skill here. */
871 if (IS_MANA_SKILL (tmp->subtype))
872 {
873 if (!mana_obj)
874 mana_obj = tmp;
875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
877 }
878
879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
881 if (!grace_obj)
882 grace_obj = tmp;
883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL
901 && tmp->subtype == SK_PRAYING))
902 {
903 if (type == PLAYER)
904 {
905 contr->item_power += tmp->item_power;
906
907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
908 if (tmp != current_weapon
909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
910 && !tmp->flag [FLAG_CURSED]
911 && !tmp->flag [FLAG_DAMNED])
912 continue;
913
914 for (int i = 0; i < NUM_STATS; i++)
915 stat_sum [i] += tmp->stats.stat (i);
916
917 if (digest_types [tmp->type])
918 {
919 contr->digestion += tmp->stats.food;
920 contr->gen_hp += tmp->stats.hp;
921 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour;
925 }
926 } /* if this is a player */
927 else
928 {
929 if (tmp->type == WEAPON)
930 current_weapon = tmp;
931 }
932
933 /* Update slots used for items */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
936 slot[i].used += tmp->slot[i].info;
937
938 if (tmp->type == SYMPTOM)
939 speed_reduce_from_disease =
940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
941
942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated exactly like positive.)
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 */
947 if (tmp->type != POTION)
948 {
949 for (int i = 0; i < NROFATTACKS; i++)
950 {
951 /* Potential for cursed potions, in which case we just can use
952 * a straight MAX, as potion_resist is initialised to zero.
953 */
954 if (tmp->type == POTION_EFFECT)
955 {
956 if (potion_resist[i])
957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
958 else
959 potion_resist[i] = tmp->resist[i];
960 }
961 else if (tmp->resist[i] > 0)
962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
963 else if (tmp->resist[i] < 0)
964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
965 }
966 }
967
968 /* There may be other things that should not adjust the attacktype */
969 if (tmp->type != SYMPTOM)
970 {
971 attacktype |= tmp->attacktype;
972 path_attuned |= tmp->path_attuned;
973 path_repelled |= tmp->path_repelled;
974 path_denied |= tmp->path_denied;
975 move_type |= tmp->move_type;
976 stats.luck += tmp->stats.luck;
977 }
978
979 flag |= tmp->flag & copy_flags;
980
981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
982 SET_FLAG (this, FLAG_UNDEAD);
983
984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
985 {
986 SET_FLAG (this, FLAG_MAKE_INVIS);
987 invisible = 1;
988 }
989
990 if (tmp->stats.exp && tmp->type != SKILL)
991 {
992 if (tmp->stats.exp > 0)
993 {
994 added_speed += tmp->stats.exp / 3.f;
995 bonus_speed += tmp->stats.exp / 3.f + 1.f;
996 }
997 else
998 added_speed += tmp->stats.exp;
999 }
1000
1001 switch (tmp->type)
1002 {
1003#if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010#endif
1011
1012 /* skills modifying the character -b.t. */
1013 /* for all skills and skill granting objects */
1014 case SKILL:
1015 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1017 break;
1018
1019 if (chosen_skill)
1020 {
1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 &name, &chosen_skill->name, &tmp->name);
1023
1024 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats ();
1026 return;
1027 }
1028 else
1029 chosen_skill = tmp;
1030
1031 if (tmp->stats.dam > 0)
1032 { /* skill is a 'weapon' */
1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1034 weapon_speed = WEAPON_SPEED (tmp);
1035
1036 if (weapon_speed < 0)
1037 weapon_speed = 0;
1038
1039 weapon_weight = tmp->weight;
1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041
1042 if (tmp->magic)
1043 stats.dam += tmp->magic;
1044 }
1045
1046 if (tmp->stats.wc)
1047 wc -= tmp->stats.wc + tmp->magic;
1048
1049 if (tmp->slaying)
1050 slaying = tmp->slaying;
1051
1052 if (tmp->stats.ac)
1053 ac -= tmp->stats.ac + tmp->magic;
1054
1055 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1056 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1057 }
1058
1059 break;
1060
1061 case SHIELD:
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += (int) tmp->weight / 2000;
1064 case RING:
1065 case AMULET:
1066 case GIRDLE:
1067 case HELMET:
1068 case BOOTS:
1069 case GLOVES:
1070 case CLOAK:
1071 if (tmp->stats.wc)
1072 wc -= tmp->stats.wc + tmp->magic;
1073
1074 if (tmp->stats.dam)
1075 stats.dam += tmp->stats.dam + tmp->magic;
1076
1077 if (tmp->stats.ac)
1078 ac -= tmp->stats.ac + tmp->magic;
1079
1080 break;
1081
1082 case BOW:
1083 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094
1095 if (weapon_speed < 0)
1096 weapon_speed = 0;
1097
1098 slaying = tmp->slaying;
1099
1100 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should
1102 * go.
1103 */
1104
1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109
1110 break;
1111
1112 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000;
1115
1116 case BRACERS:
1117 case FORCE:
1118 if (tmp->stats.wc)
1119 {
1120 if (best_wc < tmp->stats.wc + tmp->magic)
1121 {
1122 wc += best_wc;
1123 best_wc = tmp->stats.wc + tmp->magic;
1124 }
1125 else
1126 wc += tmp->stats.wc + tmp->magic;
1127 }
1128
1129 if (tmp->stats.ac)
1130 {
1131 if (best_ac < tmp->stats.ac + tmp->magic)
1132 {
1133 ac += best_ac; /* Remove last bonus */
1134 best_ac = tmp->stats.ac + tmp->magic;
1135 }
1136 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic;
1138 }
1139
1140 if (tmp->stats.wc)
1141 wc -= tmp->stats.wc + tmp->magic;
1142
1143 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic;
1145
1146 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148
1149 break;
1150 } /* switch tmp->type */
1151 } /* item is equipped */
1152 } /* for loop of items */
1153
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155
1156 /* We've gone through all the objects the player has equipped. For many things, we
1157 * have generated intermediate values which we now need to assign.
1158 */
1159
1160 /* 'total resistance = total protections - total vulnerabilities'.
1161 * If there is an uncursed potion in effect, granting more protection
1162 * than that, we take: 'total resistance = resistance from potion'.
1163 * If there is a cursed (and no uncursed) potion in effect, we take
1164 * 'total resistance = vulnerability from cursed potion'.
1165 */
1166 for (int i = 0; i < NROFATTACKS; i++)
1167 {
1168 resist[i] = prot[i] - vuln[i];
1169
1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = stat_sum [i];
1179
1180 check_stat_bounds (&stats);
1181
1182 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1183
1184 /* Figure out the players sp/mana/hp totals. */
1185 int pl_level;
1186
1187 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188
1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */
1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1197 if (i % 2 && con_bonus[stats.Con] % 2)
1198 if (con_bonus[stats.Con] > 0)
1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 else
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1242 }
1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1257 {
1258 /* store grace in a float - this way, the divisions below don't create
1259 * big jumps when you go from level to level - with int's, it then
1260 * becomes big jumps when the sums of the bonuses jump to the next
1261 * step of 8 - with floats, even fractional ones are useful.
1262 */
1263 float sp_tmp = 0.f;
1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1267 float grace_tmp = 0.f;
1268
1269 /* Got some extra bonus at first level */
1270 if (i < 2)
1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 else
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274
1275 sp_tmp += max (1.f, grace_tmp);
1276 }
1277
1278 /* two grace points per level after 10 */
1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1285 {
1286 ac += 2;
1287 wc += 4;
1288 }
1289 else
1290 ac -= dex_bonus[stats.Dex];
1291
1292 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1310 {
1311 /* additional wc every 6 levels */
1312 if (!(i % 6))
1313 wc--;
1314
1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 }
1319 }
1320 else
1321 wc -= level + thaco_bonus[stats.Str];
1322
1323 stats.dam += dam_bonus[stats.Str];
1324
1325 if (stats.dam < 1)
1326 stats.dam = 1;
1327
1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1330 if (settings.search_items && contr->search_str[0])
1331 speed -= 1;
1332 } /* End if player */
1333
1334 if (added_speed >= 0)
1335 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed;
1338
1339 /* Max is determined by armour */
1340 speed = min (speed, max_speed);
1341
1342 if (type == PLAYER)
1343 {
1344 /* f is a number the represents the number of kg above (positive num)
1345 * or below (negative number) that the player is carrying. If above
1346 * weight limit, then player suffers a speed reduction based on how
1347 * much above he is, and what is max carry is
1348 */
1349 float f = (carrying / 1000) - max_carry[stats.Str];
1350 if (f > 0.f)
1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1352 }
1353
1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1356
1357 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */
1360 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1361
1362 if (speed != old_speed)
1363 set_speed (speed);
1364
1365 if (type == PLAYER)
1366 {
1367 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically
1369 * all of these could be subbed into one big equation, but
1370 * that would just be a real pain to read.
1371 */
1372 float M = (max_carry[stats.Str] - 121) / 121.f;
1373 float M2 = max_carry[stats.Str] / 100.f;
1374 float W = weapon_weight / 20000.f;
1375 float s = (20 - weapon_speed) / 10.f;
1376 float D = (stats.Dex - 14) / 14.f;
1377 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1378
1379 K *= (4 + level) * 1.2f / (6 + level);
1380
1381 if (K <= 0.01f)
1382 K = 0.01f;
1383
1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1385 }
1386
1387 /* I want to limit the power of small monsters with big weapons: */
1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1389 stats.dam = arch->stats.dam * 3;
1390
1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1393
1394 /* if for some reason the creature doesn't have any move type,
1395 * give them walking as a default.
1396 * The second case is a special case - to more closely mimic the
1397 * old behaviour - if your flying, your not walking - just
1398 * one or the other.
1399 */
1400 if (move_type == 0)
1401 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK;
1404
1405 // now apply the new move_type
1406 if (this->move_type != move_type)
1407 change_move_type (move_type);
1408
1409 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now.
1411 */
1412 if (is_player ())
1413 contr->update_spells ();
1414
1415 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
837 1424
838 for (i=0;i<NROFATTACKS;i++) { 1425 if (is_on_map ())
839 if (op->resist[i] > 0) 1426 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1427 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1428 {
845 1429 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1430
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1431 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1432 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 1433 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122
1123 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign.
1125 */
1126
1127 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'.
1132 */
1133 for (i=0; i<NROFATTACKS; i++) {
1134 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i];
1138 }
1139
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143
1144 check_stat_bounds(&(op->stats));
1145 pl_level=op->level;
1146
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1148
1149 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 }
1162
1163 for(i=11;i<=op->level;i++)
1164 op->stats.maxhp+=2;
1165
1166 if(op->stats.hp>op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp;
1168
1169 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above)
1171 */
1172 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op;
1174 if(!grace_obj) grace_obj = op;
1175 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1177
1178 if (mana_obj == op && op->type == PLAYER) {
1179 op->stats.maxsp = 1;
1180 } else {
1181 sp_tmp=0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if(i<2) {
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else {
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2)
1204 op->stats.sp=op->stats.maxsp*2;
1205
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1208
1209 if (grace_obj == op && op->type == PLAYER) {
1210 op->stats.maxgrace = 1;
1211 } else {
1212 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful.
1216 */
1217 sp_tmp=0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1219 float grace_tmp=0.0;
1220
1221 /* Got some extra bonus at first level */
1222 if(i<2) {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234
1235 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++)
1237 op->stats.maxgrace+=2;
1238 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else
1246 ac-=dex_bonus[op->stats.Dex];
1247
1248 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t.
1258 */
1259
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) {
1263 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--;
1265 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1268 }
1269 } else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]);
1271
1272 op->stats.dam+=dam_bonus[op->stats.Str];
1273
1274 if(op->stats.dam<1)
1275 op->stats.dam=1;
1276
1277 op->speed=1.0+speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282
1283 } /* End if player */
1284
1285 if(added_speed>=0)
1286 op->speed+=added_speed/10.0;
1287 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed);
1289
1290 /* Max is determined by armour */
1291 if(op->speed>max)
1292 op->speed=max;
1293
1294 if(op->type == PLAYER) {
1295 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is
1299 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1302 }
1303
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */
1309 op->speed = op->speed * speed_reduce_from_disease;
1310
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1312
1313 if(op->type == PLAYER) {
1314 float M,W,s,D,K,S,M2;
1315
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 M=(max_carry[op->stats.Str]-121)/121.0;
1322 M2=max_carry[op->stats.Str]/100.0;
1323 W=weapon_weight/20000.0;
1324 s=2-weapon_speed/10.0;
1325 D=(op->stats.Dex-14)/14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2;
1328 if(K<=0) K=0.01;
1329 S=op->speed/(K*s);
1330 op->contr->weapon_sp=S;
1331 }
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&&
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just
1353 * one or the other.
1354 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1357
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now.
1362 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr);
1364} 1434}
1365 1435
1366/* 1436/*
1367 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1439 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1440 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1441 * false otherwise.
1372 */ 1442 */
1373 1443int
1374int allowed_class(const object *op) { 1444allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1445{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1446 return op->stats.Dex > 0
1447 && op->stats.Str > 0
1448 && op->stats.Con > 0
1449 && op->stats.Int > 0
1450 && op->stats.Wis > 0
1451 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1452 && op->stats.Cha > 0;
1378} 1453}
1379 1454
1380/* 1455/*
1381 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1384 * 1459 */
1385 * Note that the title is written to 'own_title' in the 1460void
1386 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'.
1389 */
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1462{
1391 int atnr=-1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1464 int level = 0; /* highest level */
1393 int i; 1465 int i;
1394 1466
1395 /* Perhaps do something more clever? */ 1467 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1468 if (!abil || !skin)
1397 1469 return;
1470
1398 /* first, look for the highest level */ 1471 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1472 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1473 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1474 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1475 {
1402 level = abil->resist[i]; 1476 level = abil->resist[i];
1403 atnr = i; 1477 atnr = i;
1404 } 1478 }
1405 } 1479 }
1406 1480
1407 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1482 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1412 1485
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1486 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1421 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1423 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1491 else
1492 {
1426 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50) 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1433 }
1434 } 1497 }
1435 1498
1436 strcpy(pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1437} 1500}
1438 1501
1439/* 1502/*
1440 * This function is called when a dragon-player gains 1503 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1504 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1505 * or change the ability-focus.
1443 */ 1506 */
1507static void
1444void dragon_level_gain(object *who) { 1508dragon_level_gain (object *who)
1509{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1510 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1511 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1514
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1517 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1519 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1521 skin = tmp;
1457 } 1522
1458 }
1459 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1524 if (abil == NULL)
1461 1525 return;
1526
1462 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1528 * New abilties can only be gained by surpassing this max level
1464 */ 1529 */
1465 if (who->level > abil->level) { 1530 if (who->level > abil->level)
1531 {
1466 /* increase our focused ability */ 1532 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1533 abil->resist[abil->stats.exp]++;
1468
1469 1534
1535
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1536 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537 {
1471 /* time to hand out a new ability-gift */ 1538 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1539 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.)); 1540 }
1474 } 1541
1475
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1542 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543 {
1477 /* apply new ability focus */ 1544 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1545 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1546 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1547
1482 abil->stats.exp = abil->last_eat; 1548 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1549 abil->last_eat = 0;
1484 } 1550 }
1551
1552 abil->level = who->level;
1485 1553 }
1486 abil->level = who->level; 1554
1487 }
1488
1489 /* last but not least, set the new title for the dragon */ 1555 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1556 set_dragon_name (who, abil, skin);
1491} 1557}
1492 1558
1493/* Handy function - given the skill name skill_name, we find the skill 1559/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1560 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1561 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1562 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1563 * want to do something with it immediately.
1498 */ 1564 */
1565object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1566give_skill_by_name (object *op, const char *skill_name)
1500{ 1567{
1501 object *skill_obj; 1568 object *skill_obj;
1502 1569
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1571 if (!skill_obj)
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL;
1507 } 1572 {
1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1574 return NULL;
1575 }
1576
1508 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1578 * still doesn't know it.
1510 */ 1579 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1582 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1583 op->insert (skill_obj);
1515 if (op->contr) { 1584
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 pl->link_skills ();
1518 } 1587
1519 return skill_obj; 1588 return skill_obj;
1520} 1589}
1521
1522 1590
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1592 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1593 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1594 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1595 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1596 * (eg, skill)
1529 */ 1597 */
1598void
1530void player_lvl_adj(object *who, object *op) { 1599player_lvl_adj (object *who, object *op)
1600{
1531 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1532 1602 bool changed = false;
1603
1533 if(!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1534 op = who; 1605 op = who;
1535 1606
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1608 {
1609 changed = true;
1610
1537 op->level++; 1611 op->level++;
1538 1612
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1613 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1614 dragon_level_gain (who);
1541 1615
1542 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1618 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1622 }
1548 1623
1549 fix_player(who); 1624 if (op->level > 1)
1550 if(op->level>1) { 1625 {
1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1637 if (who)
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 }
1640 }
1641
1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 {
1644 changed = true;
1645
1646 op->level--;
1647
1551 if (op->type!=PLAYER) 1648 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1649 {
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1564 } 1652 }
1565 player_lvl_adj(who,op); /* To decrease more levels */
1566 } 1653 }
1567 /* check if the spell data has changed */ 1654
1568 esrv_update_spells(who->contr); 1655 if (changed)
1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1657}
1570 1658
1571/* 1659/*
1572 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1574 */ 1662 */
1575 1663
1664sint64
1576sint64 level_exp(int level,double expmul) { 1665level_exp (int level, double expmul)
1666{
1577 if (level > settings.max_level) 1667 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1668 return (sint64) (expmul * levels[settings.max_level]);
1669
1579 return (sint64) (expmul * levels[level]); 1670 return (sint64) (expmul * levels[level]);
1580} 1671}
1581 1672
1582/* 1673/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1674 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1675 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1676 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1677 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1678 * this can now work on a much larger set of objects.
1588 */ 1679 */
1680void
1589void calc_perm_exp(object *op) 1681calc_perm_exp (object *op)
1590{ 1682{
1591 int p_exp_min; 1683 int p_exp_min;
1592 1684
1593 /* Ensure that our permanent experience minimum is met. 1685 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1686 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1687 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1688 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1689
1598 if (op->perm_exp < p_exp_min) 1690 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1691 op->perm_exp = p_exp_min;
1600 1692
1601 /* Cap permanent experience. */ 1693 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1694 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1695 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1696 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1697 op->perm_exp = MAX_EXPERIENCE;
1606} 1698}
1607
1608 1699
1609/* Add experience to a player - exp should only be positive. 1700/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1701 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1702 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1703 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1704 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1615 */ 1706 */
1616 1707static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1709{
1619 object *skill_obj=NULL; 1710 object *skill_obj;
1620 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1621 int i; 1712 int i;
1622 1713
1623 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1715 if (op->contr->braced)
1716 exp /= 5;
1625 1717
1626 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1721 * the players inventory.
1630 */ 1722 */
1723 skill_obj = 0;
1724
1631 if (skill_name) { 1725 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1726 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1727 skill_obj = op->contr->find_skill (skill_name);
1634 skill_obj = op->chosen_skill;
1635 else {
1636 for (i=0; i<NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1639 skill_obj = op->contr->last_skill_ob[i];
1640 break;
1641 }
1642 1728
1643 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1730 * it to the player if necessary
1645 */ 1731 */
1646 if (!skill_obj) { 1732 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return; 1733 {
1734 if (flag == SK_EXP_NONE)
1735 return;
1736
1648 else if (flag == SK_EXP_ADD_SKILL) 1737 if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1738 skill_obj = give_skill_by_name (op, skill_name);
1739 }
1650 } 1740 }
1651 } 1741
1742 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1743 {
1653
1654 /* Basically, you can never gain more experience in one shot 1744 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1745 * than half what you need to gain for next level.
1656 */ 1746 */
1657 exp_to_add = exp; 1747 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1748 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1749 if (exp_to_add > limit)
1750 exp_to_add = limit;
1660 1751
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1752 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1753 if (settings.permanent_exp_ratio)
1754 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1755 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1756 calc_perm_exp (op);
1665 } 1757 }
1666 1758
1667 player_lvl_adj(op,NULL); 1759 player_lvl_adj (op, NULL);
1760 }
1761
1668 if (skill_obj) { 1762 if (skill_obj)
1763 {
1669 exp_to_add = exp; 1764 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1765 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1766 if (exp_to_add > limit)
1767 exp_to_add = limit;
1768
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1769 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1770 if (settings.permanent_exp_ratio)
1771 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1772 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1773 calc_perm_exp (skill_obj);
1676 } 1774 }
1775
1677 player_lvl_adj(op,skill_obj); 1776 player_lvl_adj (op, skill_obj);
1678 } 1777 }
1679} 1778}
1680 1779
1681/* This function checks to make sure that object 'op' can 1780/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1781 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1782 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1783 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1784 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1785 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1786 * amount that should get subtract from the player.
1688 */ 1787 */
1788static sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1789check_exp_loss (const object *op, sint64 exp)
1690{ 1790{
1691 sint64 del_exp; 1791 sint64 del_exp;
1692 1792
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1793 if (exp > op->stats.exp)
1794 exp = op->stats.exp;
1795
1694 if (settings.permanent_exp_ratio) { 1796 if (settings.permanent_exp_ratio)
1797 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1799
1697 if (exp > del_exp) exp=del_exp; 1800 if (del_exp < 0)
1801 del_exp = 0;
1802
1803 if (exp > del_exp)
1804 exp = del_exp;
1698 } 1805 }
1806
1699 return exp; 1807 return exp;
1700} 1808}
1701 1809
1810sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1703{ 1812{
1813 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1814 return check_exp_loss (op, exp);
1815 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1816 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1817}
1707
1708 1818
1709/* Subtracts experience from player. 1819/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1820 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1821 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1822 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1826 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1827 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1828 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1829 * a postive number.
1720 */ 1830 */
1831static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1832subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1833{
1723 float fraction = (float) exp/(float) op->stats.exp; 1834 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1835 object *tmp;
1725 sint64 del_exp; 1836 sint64 del_exp;
1726 1837
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1838 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1839 if (tmp->type == SKILL && tmp->stats.exp)
1840 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1842 {
1730 del_exp = check_exp_loss(tmp, exp); 1843 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1844 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1845 player_lvl_adj (op, tmp);
1846 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1847 else if (flag != SK_SUBTRACT_SKILL_EXP)
1848 {
1734 /* only want to process other skills if we are not trying 1849 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1850 * to match a specific skill.
1736 */ 1851 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1852 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1853 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1854 player_lvl_adj (op, tmp);
1855 }
1740 } 1856 }
1741 } 1857
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1858 if (flag != SK_SUBTRACT_SKILL_EXP)
1859 {
1743 del_exp = check_exp_loss(op, exp); 1860 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1861 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1862 player_lvl_adj (op, NULL);
1746 } 1863 }
1747} 1864}
1748
1749
1750 1865
1751/* change_exp() - changes experience to a player/monster. This 1866/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1867 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1868 *
1754 * The exp passed is typically not modified much by this function - 1869 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1870 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1871 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1872 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1873 * these last two values are only used for players.
1759 */ 1874 */
1760 1875void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1876change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1877{
1763#ifdef EXP_DEBUG 1878#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1879 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1880#endif
1769#endif
1770 1881
1771 /* safety */ 1882 /* safety */
1772 if(!op) { 1883 if (!op)
1884 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1885 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1886 return;
1775 } 1887 }
1776 1888
1777 /* if no change in exp, just return - most of the below code 1889 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1890 * won't do anything if the value is 0 anyways.
1779 */ 1891 */
1780 if (exp == 0) return; 1892 if (exp == 0)
1893 return;
1781 1894
1782 /* Monsters are easy - we just adjust their exp - we 1895 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1896 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1897 * the exp they have - the monsters exp represents what its
1785 * worth. 1898 * worth.
1786 */ 1899 */
1787 if(op->type != PLAYER) { 1900 if (op->type != PLAYER)
1901 {
1788 /* Sanity check */ 1902 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1903 if (!QUERY_FLAG (op, FLAG_ALIVE))
1904 return;
1790 1905
1791 /* reset exp to max allowed value. We subtract from 1906 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1907 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1908 * more than max exp, just return.
1794 */ 1909 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1910 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1911 {
1796 exp = MAX_EXPERIENCE - op->stats.exp; 1912 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return; 1913 if (exp < 0)
1798 } 1914 return;
1915 }
1799 1916
1800 op->stats.exp += exp; 1917 op->stats.exp += exp;
1801 } 1918 }
1802 else { /* Players only */ 1919 else
1803 if(exp>0) 1920 { /* Players only */
1921 if (exp > 0)
1804 add_player_exp(op, exp, skill_name, flag); 1922 add_player_exp (op, exp, skill_name, flag);
1805 else 1923 else
1806 /* note that when you lose exp, it doesn't go against 1924 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that 1925 * a particular skill, so we don't need to pass that
1808 * along. 1926 * along.
1809 */ 1927 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1928 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1929 }
1813} 1930}
1814 1931
1815/* Applies a death penalty experience, the size of this is defined by the 1932/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 1933 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1934 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1935 */
1819 1936void
1820void apply_death_exp_penalty(object *op) { 1937apply_death_exp_penalty (object *op)
1821 object *tmp; 1938{
1822 sint64 loss; 1939 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1940 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1941 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1942
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1944 if (tmp->type == SKILL && tmp->stats.exp)
1828 1945 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1831 1948
1832 /* With the revised exp system, you can get cases where 1949 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1950 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1951 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1952 * tables is a lot harder.
1836 */ 1953 */
1837 if (level_loss < 0) level_loss = 0; 1954 if (level_loss < 0)
1955 level_loss = 0;
1838 1956
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1957 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1958
1841 tmp->stats.exp -= loss; 1959 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1960 player_lvl_adj (op, tmp);
1843 } 1961 }
1844 1962
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1964 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1965
1966 if (level_loss < 0)
1967 level_loss = 0;
1968
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1969 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1970
1850 op->stats.exp -= loss; 1971 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1972 player_lvl_adj (op, NULL);
1852} 1973}
1853 1974
1854/* This function takes an object (monster/player, op), and 1975/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1976 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1977 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1978 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1979 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1980 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1981 */
1982int
1861int did_make_save(const object *op, int level, int bonus) 1983did_make_save (const object *op, int level, int bonus)
1862{ 1984{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1985 if (level > MAX_SAVE_LEVEL)
1986 level = MAX_SAVE_LEVEL;
1864 1987
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1988 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1989 return 0;
1990
1991 return 1;
1868} 1992}
1869

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