ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c =
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h> 26#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 79 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 84 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 85 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 93 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 97 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 102 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 107 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 108 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 163
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 164extern sint64 *levels;
172#endif
173 165
174#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
167
175/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 170 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 171 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 172 * and instead did_make_save should be used instead.
180 */ 173 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 174static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 175 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 176 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 177 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 178 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 179 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 180 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 181 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 182};
190 183
191const char *const attacks[NROFATTACKS] = { 184const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 185 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 186 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 187 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 188 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 189 "life stealing"
197}; 190};
198 191
199static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 194 "You're feeling clumsy!",
202 "You feel less healthy", 195 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
204 "Your face gets distorted!", 199 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 200};
208const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 202 "You feel your strength return.",
210 "You feel your agility return.", 203 "You feel your agility return.",
211 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
212 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
213 "You feel your charisma return.", 208 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 209};
217const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 211 "You feel stronger.",
219 "You feel more agile.", 212 "You feel more agile.",
220 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
221 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
222 "You seem to look better.", 217 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 218};
226const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 220 "You feel weaker!",
228 "You feel clumsy!", 221 "You feel clumsy!",
229 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
230 "You lose some of your memory!", 224 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 225 "You feel less potent!",
226 "You look ugly!",
234}; 227};
235 228
236const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 231};
239 232
240const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 235};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 236
276/* 237/*
277 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 239 * is added to the specified stat.
279 */ 240 */
280
281void 241void
282change_attr_value(living *stats,int attr,sint8 value) { 242change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 243{
284 switch(attr) { 244 stats->stat (attr) += value;
285 case STR:
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} 245}
335 246
336/* 247/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 249 * 1-30 stat limit.
339 */ 250 */
340 251void
341void check_stat_bounds(living *stats) { 252check_stat_bounds (living *stats)
342 int i,v; 253{
343 for(i=0;i<NUM_STATS;i++) 254 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 255 {
345 set_attr_value(stats,i,MAX_STAT); 256 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 258 }
348} 259}
349 260
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 262
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 266 */
356#define DIFF_MSG(flag, msg1, msg2) \ 267#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 268 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 269
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 270/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
271
360/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 273 * the object.
362 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 275 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 277 * 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 278 * 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 279 * 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 280 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 281 * that gives them that ability.
370 */ 282 */
283int
371int change_abil(object *op, object *tmp) { 284change_abil (object *op, object *tmp)
285{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 char message[MAX_BUF]; 287 char message[MAX_BUF];
374 int potion_max=0; 288 int potion_max = 0;
375 289
376 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
379 */ 293 */
380 object_pod refop = *op; 294 object_copy refop = *op;
381 295
382 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
383 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
384 potion_max=1; 300 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 302 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 304 int i = tmp->stats.stat (j);
390 305
391 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
393 308
394 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
397 * to allow for that. 312 * to allow for that.
398 */ 313 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
402 } 323 }
403 if (nstat != ostat) { 324 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 325 {
326 /* potion is useless - player has already hit the natural maximum */
405 potion_max=0; 327 potion_max = 1;
406 } 328 }
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1;
410 } 329 }
411 } 330
412 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 333 * recalculates this anyway.
415 */ 334 */
416 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
418 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 339 } /* end of potion handling code */
420 } 340 }
421 341
422 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 343 * everything to set
424 */ 344 */
425 if(flag == -1) { 345 if (flag == -1)
346 {
426 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 352 * and not the other move_ fields.
432 */ 353 */
433 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
434 } 355 }
435 356
436 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
439 */ 360 */
440 fix_player(op); 361 op->update_stats ();
441 362
442 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 364 * print out message if this is a bow.
444 */ 365 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
446 success=1; 368 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 370 }
371
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
373 {
451 success=1; 374 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 376 }
377
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
379 {
456 success=1; 380 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 382 }
383
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
385 {
461 success=1; 386 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 388 }
389
465 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 394 * from fly high)
470 */ 395 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != refop.move_type)
397 {
472 success=1; 398 success = 1;
473 399
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
476 */ 402 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 406 }
480 407
481 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
482 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 411 * in that case, you don't actually land
484 */ 412 */
485 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 415 }
416
489 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 419
492 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 421 check_move_on (op, op);
494 } 422 }
495 423
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 425 * originally undead may change their status
498 */ 426 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 {
501 success=1; 430 success = 1;
502 if(flag>0) { 431 if (flag > 0)
432 {
503 op->race = "undead"; 433 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 }
505 } else { 436 else
437 {
506 op->race = op->arch->clone.race; 438 op->race = op->arch->clone.race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
508 } 440 }
509 } 441 }
510 442
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
444 {
512 success=1; 445 success = 1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
514 } 447 }
448
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
450 {
516 success=1; 451 success = 1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
518 } 453 }
454
519 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision 456 * vision
521 */ 457 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
459 {
523 success=1; 460 success = 1;
524 if(flag>0) { 461 if (flag > 0)
462 {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 463 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
527 else { 465 else
466 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
529 SET_FLAG(op,FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 469 if (op->type == PLAYER)
531 op->contr->do_los=1; 470 op->contr->do_los = 1;
471 }
532 } 472 }
533 } else { 473 else
474 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 475 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
536 else { 477 else
478 {
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
538 CLEAR_FLAG(op,FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
539 if(op->type==PLAYER) 481 if (op->type == PLAYER)
540 op->contr->do_los=1; 482 op->contr->do_los = 1;
541 }
542 } 483 }
484 }
543 } 485 }
544 486
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
488 {
546 success=1; 489 success = 1;
547 if(op->type==PLAYER) 490 if (op->type == PLAYER)
548 op->contr->do_los=1; 491 op->contr->do_los = 1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 } 493 }
551 494
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
496 {
553 success=1; 497 success = 1;
554 if(flag>0) { 498 if (flag > 0)
499 {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 500 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
557 else { 502 else
503 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
559 if(op->type==PLAYER) 505 if (op->type == PLAYER)
560 op->contr->do_los=1; 506 op->contr->do_los = 1;
507 }
561 } 508 }
562 } else { 509 else
510 {
563 if(QUERY_FLAG(op,FLAG_WIZ)) 511 if (QUERY_FLAG (op, FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
565 else { 513 else
514 {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
567 if(op->type==PLAYER) 516 if (op->type == PLAYER)
568 op->contr->do_los=1; 517 op->contr->do_los = 1;
569 }
570 } 518 }
519 }
571 } 520 }
572 521
573 if(tmp->stats.luck) { 522 if (tmp->stats.luck)
523 {
574 success=1; 524 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 } 526 }
577 527
578 if(tmp->stats.hp && op->type==PLAYER) { 528 if (tmp->stats.hp && op->type == PLAYER)
529 {
579 success=1; 530 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!");
582 } 532 }
583 533
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
535 {
585 success=1; 536 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane.");
588 } 538 }
589 539
590 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 541 if (tmp->stats.grace && op->type == PLAYER)
542 {
592 success=1; 543 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy.");
595 } 545 }
596 546
597 if(tmp->stats.food && op->type==PLAYER) { 547 if (tmp->stats.food && op->type == PLAYER)
548 {
598 success=1; 549 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up.");
601 } 551 }
602 552
603 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
607 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist[i] != refop.resist[i])
560 {
608 success=1; 561 success = 1;
609 if (op->resist[i] > refop.resist[i]) 562 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
611 change_resist_msg[i], op->resist[i]);
612 else 564 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
614 change_resist_msg[i], op->resist[i]); 566
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 }
569 }
570
571 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++)
617 } 574 {
618 } 575 if (int i = tmp->stats.stat (j))
619 576 {
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1; 577 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 }
626 } 579 }
580 }
627 } 581 }
582
628 return success; 583 return success;
629} 584}
630 585
631/* 586/*
632 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 589 */
635 590void
636void drain_stat(object *op) { 591object::drain_stat ()
592{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
638} 594}
639 595
596void
640void drain_specific_stat(object *op, int deplete_stats) { 597object::drain_specific_stat (int deplete_stats)
598{
641 object *tmp; 599 object *tmp;
642 archetype *at; 600 archetype *at;
643 601
644 at = find_archetype(ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 603 if (!at)
604 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 606 return;
607 }
648 } else { 608 else
609 {
649 tmp = present_arch_in_ob(at, op); 610 tmp = present_arch_in_ob (at, this);
611
650 if (!tmp) { 612 if (!tmp)
613 {
651 tmp = arch_to_object(at); 614 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
654 } 617 }
655 } 618 }
656 619
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 622 update_stats ();
660} 623}
661 624
662/* 625/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 627 * via an applied bad_luck object.
665 */ 628 */
666 629void
667void change_luck(object *op, int value) { 630object::change_luck (int value)
668 object *tmp; 631{
669 archetype *at; 632 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 633 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 635 else
636 {
676 tmp = present_arch_in_ob(at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
677 if (!tmp) { 639 if (!tmp)
640 {
641 if (!value)
642 return;
643
644 tmp = arch_to_object (at);
645 tmp = insert_ob_in_ob (tmp, this);
646 SET_FLAG (tmp, FLAG_APPLIED);
647 }
648
678 if (!value) 649 if (value)
679 return; 650 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 651 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 653 * in op itself).
688 */ 654 */
689 new_luck = tmp->stats.luck+value; 655 int new_luck = tmp->stats.luck + value;
656
690 if (new_luck >= -100 && new_luck <= 100) { 657 if (new_luck >= -100 && new_luck <= 100)
658 {
691 op->stats.luck+=value; 659 stats.luck += value;
692 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
661 }
693 } 662 }
694 } else { 663 else
664 {
695 if (!tmp->stats.luck) { 665 if (!tmp->stats.luck)
696 return; 666 return;
697 } 667
698 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
700 */ 670 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
672 {
702 int diff = tmp->stats.luck>0?-1:1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
674
703 op->stats.luck += diff; 675 stats.luck += diff;
704 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
677 }
705 } 678 }
706 }
707 } 679 }
708} 680}
709 681
710/* 682/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 684 */
713 685void
714void remove_statbonus(object *op) { 686object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 687{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 688 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 689 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 690 sint8 v = arch->clone.stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 691 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 692 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 693 }
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729} 694}
730 695
731/* 696/*
732 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 698 */
734 699void
735void add_statbonus(object *op) { 700object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 701{
737 op->stats.Dex += op->arch->clone.stats.Dex; 702 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 703 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 704 sint8 v = arch->clone.stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 705 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 706 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 707 }
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750} 708}
751 709
752/* 710/*
753 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
758 */ 716 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
761 */ 719 */
762 720void
763void fix_player(object *op) { 721object::update_stats ()
722{
764 int i,j; 723 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 725 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed;
770 730
771 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 732 if (type == PLAYER)
733 {
773 for(i=0;i<NUM_STATS;i++) { 734 for (i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
775 } 736
776 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 738 contr->encumbrance = 0;
778 739
779 op->attacktype=0; 740 attacktype = 0;
741
780 op->contr->digestion = 0; 742 contr->digestion = 0;
781 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 747 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 748 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
798 op->slaying = 0; 753 slaying = 0;
799 754
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 755 if (!QUERY_FLAG (this, FLAG_WIZ))
756 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 759 }
804 760
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
817 op->path_attuned=op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
818 op->path_repelled=op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
819 op->path_denied=op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
820 op->glow_radius=op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
821 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
822 op->chosen_skill = NULL; 776 chosen_skill = 0;
823 777
824 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
825 * archetype clone 779 * archetype clone
826 */ 780 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
828 782
829 for (i=0;i<NROFATTACKS;i++) { 783 for (i = 0; i < NROFATTACKS; i++)
784 {
830 if (op->resist[i] > 0) 785 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 786 prot[i] = resist[i], vuln[i] = 0;
832 else 787 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
834 potion_resist[i]=0; 790 potion_resist[i] = 0;
835 } 791 }
836 792
837 wc=op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
839 795
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 801 * that their protection from physical goes down
846 */ 802 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 807 }
851 else 808 else
852 ac=op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
853 810
854 op->stats.luck=op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
856 813
857 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
859 */ 816 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 817 for (tmp = inv; tmp; tmp = tmp->below)
818 {
862 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
864 */ 821 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius; 822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
866 824
867 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 827 * then calls this function.
870 */ 828 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 830 continue;
873 }
874 831
875 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 833 if (tmp->type == SKILL)
834 {
877 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 836 if (IS_MANA_SKILL (tmp->subtype))
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 } 837 {
838 if (!mana_obj)
839 mana_obj = tmp;
840 else if (tmp->level > mana_obj->level)
841 mana_obj = tmp;
842 }
843
882 if (IS_GRACE_SKILL(tmp->subtype)) { 844 if (IS_GRACE_SKILL (tmp->subtype))
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 } 845 {
846 if (!grace_obj)
847 grace_obj = tmp;
848 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp;
886 } 850 }
851 }
887 852
888 /* Container objects are not meant to adjust a players, but other applied 853 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 854 * objects need to make adjustments.
890 * This block should handle all player specific changes 855 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 856 * 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. 857 * 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, 858 * 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 859 * because the skill shouldn't count against body positions being used
895 * up, etc. 860 * up, etc.
896 */ 861 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 866 && tmp->subtype == SK_PRAYING))
867 {
899 if(op->type==PLAYER) { 868 if (type == PLAYER)
900 if (tmp->type == BOW) 869 {
901 op->contr->ranges[range_bow] = tmp; 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
872 continue;
902 873
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++) 874 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
908 876
909 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
912 */ 880 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 886 tmp->type == BRACERS || tmp->type == CLOAK ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 887 tmp->type == DISEASE || tmp->type == FORCE ||
920 (tmp->type == SKILL)) { 888 tmp->type == SKILL)
889 {
921 op->contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
927 } 896 }
928 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
929 903
930 /* Update slots used for items */ 904 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
934 } 910 {
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940 912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1;
915 }
916
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 921 */
946 if (tmp->type != POTION) { 922 if (tmp->type != POTION)
923 {
947 for (i=0; i<NROFATTACKS; i++) { 924 for (i = 0; i < NROFATTACKS; i++)
925 {
948 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
950 */ 928 */
951 if (tmp->type==POTION_EFFECT) { 929 if (tmp->type == POTION_EFFECT)
930 {
952 if (potion_resist[i]) 931 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 933 else
955 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
956 } 935 }
957 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 940 }
962 } 941 }
963 942
964 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
945 {
966 op->attacktype|=tmp->attacktype; 946 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 949 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 950 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck;
952 }
973 953
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
981 961
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 963 SET_FLAG (this, FLAG_UNDEAD);
984 964
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 } 966 {
967 SET_FLAG (this, FLAG_MAKE_INVIS);
968 invisible = 1;
969 }
989 970
990 if(tmp->stats.exp && tmp->type!=SKILL) { 971 if (tmp->stats.exp && tmp->type != SKILL)
972 {
991 if(tmp->stats.exp > 0) { 973 if (tmp->stats.exp > 0)
974 {
992 added_speed+=(float)tmp->stats.exp/3.0; 975 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 }
994 } else 978 else
995 added_speed+=(float)tmp->stats.exp; 979 added_speed += tmp->stats.exp;
980 }
981
982 switch (tmp->type)
996 } 983 {
984#if 0
985 case WAND:
986 case ROD:
987 case HORN:
988 if (type != PLAYER || current_weapon == tmp)
989 chosen_skill = tmp;
990 break;
991#endif
997 992
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */ 993 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
1001 case SKILL: 995 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break; 997 break;
1031 998
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) { 999 if (chosen_skill)
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1035 } 1001
1036 op->chosen_skill = tmp; 1002 chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040 1003
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam) 1004 if (tmp->stats.dam > 0)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1005 { /* skill is a 'weapon' */
1055 if(tmp->stats.ac) 1006 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1056 ac-=(tmp->stats.ac+tmp->magic); 1007 weapon_speed = WEAPON_SPEED (tmp);
1057 break;
1058 1008
1059 case WEAPON: 1009 if (weapon_speed < 0)
1060 wc-=(tmp->stats.wc+tmp->magic); 1010 weapon_speed = 0;
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1011
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight; 1012 weapon_weight = tmp->weight;
1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1014
1015 if (tmp->magic)
1016 stats.dam += tmp->magic;
1017 }
1018
1019 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic;
1021
1022 if (tmp->slaying)
1023 slaying = tmp->slaying;
1024
1025 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic;
1027
1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1030
1031 break;
1032
1033 case SKILL_TOOL:
1034 if (chosen_skill)
1035 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1036
1037 chosen_skill = tmp;
1038 break;
1039
1040 case SHIELD:
1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1042 contr->encumbrance += (int) tmp->weight / 2000;
1043 case RING:
1044 case AMULET:
1045 case GIRDLE:
1046 case HELMET:
1047 case BOOTS:
1048 case GLOVES:
1049 case CLOAK:
1050 if (tmp->stats.wc)
1051 wc -= tmp->stats.wc + tmp->magic;
1052
1053 if (tmp->stats.dam)
1054 stats.dam += tmp->stats.dam + tmp->magic;
1055
1056 if (tmp->stats.ac)
1057 ac -= tmp->stats.ac + tmp->magic;
1058
1059 break;
1060
1061 case BOW:
1062 case WEAPON:
1063 if (type != PLAYER || current_weapon == tmp)
1064 {
1065 wc -= tmp->stats.wc + tmp->magic;
1066
1067 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 stats.dam += tmp->stats.dam + tmp->magic;
1071 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1072 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1073
1066 if(weapon_speed<0) weapon_speed=0; 1074 if (weapon_speed < 0)
1075 weapon_speed = 0;
1076
1067 op->slaying = tmp->slaying; 1077 slaying = tmp->slaying;
1078
1068 /* If there is desire that two handed weapons should do 1079 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1080 * extra strength damage, this is where the code should
1070 * go. 1081 * go.
1071 */ 1082 */
1072 op->current_weapon = tmp; 1083
1084 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1085 if (settings.spell_encumbrance)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000; 1086 contr->encumbrance += tmp->weight * 3 / 1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 } 1087 }
1090 if(tmp->stats.ac) { 1088
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break; 1089 break;
1090
1091 case ARMOUR: /* Only the best of these three are used: */
1092 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1093 contr->encumbrance += tmp->weight / 1000;
1094
1095 case BRACERS:
1096 case FORCE:
1097 if (tmp->stats.wc)
1098 {
1099 if (best_wc < tmp->stats.wc + tmp->magic)
1100 {
1101 wc += best_wc;
1102 best_wc = tmp->stats.wc + tmp->magic;
1103 }
1104 else
1105 wc += tmp->stats.wc + tmp->magic;
1106 }
1107
1108 if (tmp->stats.ac)
1109 {
1110 if (best_ac < tmp->stats.ac + tmp->magic)
1111 {
1112 ac += best_ac; /* Remove last bonus */
1113 best_ac = tmp->stats.ac + tmp->magic;
1114 }
1115 else /* To nullify the below effect */
1116 ac += tmp->stats.ac + tmp->magic;
1117 }
1118
1119 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic);
1121
1122 if (tmp->stats.ac)
1123 ac -= (tmp->stats.ac + tmp->magic);
1124
1125 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1126 max = ARMOUR_SPEED (tmp) / 10.f;
1127
1128 break;
1103 } /* switch tmp->type */ 1129 } /* switch tmp->type */
1104 } /* item is equipped */ 1130 } /* item is equipped */
1105 } /* for loop of items */ 1131 } /* for loop of items */
1106 1132
1107 /* We've gone through all the objects the player has equipped. For many things, we 1133 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign. 1134 * have generated intermediate values which we now need to assign.
1109 */ 1135 */
1110 1136
1111 /* 'total resistance = total protections - total vulnerabilities'. 1137 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1138 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1139 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1140 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1141 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1142 */
1117 for (i=0; i<NROFATTACKS; i++) { 1143 for (i = 0; i < NROFATTACKS; i++)
1144 {
1118 op->resist[i] = prot[i] - vuln[i]; 1145 resist[i] = prot[i] - vuln[i];
1146
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1147 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1148 resist[i] = potion_resist[i];
1122 } 1149 }
1123 1150
1124 /* Figure out the players sp/mana/hp totals. */ 1151 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1152 if (type == PLAYER)
1153 {
1126 int pl_level; 1154 int pl_level;
1127 1155
1128 check_stat_bounds(&(op->stats)); 1156 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1157 pl_level = level;
1130 1158
1159 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1160 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1161
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1162 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1163 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1164 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1165 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1166 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1167 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1169 if (i % 2 && con_bonus[stats.Con] % 2)
1170 {
1139 if (con_bonus[op->stats.Con]>0) 1171 if (con_bonus[stats.Con] > 0)
1140 j++; 1172 j++;
1141 else 1173 else
1142 j--; 1174 j--;
1143 } 1175 }
1176
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1177 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1178 }
1146 1179
1147 for(i=11;i<=op->level;i++) 1180 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1181 stats.maxhp += 2;
1149 1182
1150 if(op->stats.hp>op->stats.maxhp) 1183 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1184 stats.hp = stats.maxhp;
1152 1185
1153 /* Sp gain is controlled by the level of the player's 1186 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1187 * relevant experience object (mana_obj, see above)
1155 */ 1188 */
1156 /* following happen when skills system is not used */ 1189 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1190 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1191 mana_obj = this;
1192
1193 if (!grace_obj)
1194 grace_obj = this;
1195
1159 /* set maxsp */ 1196 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1197 if (!mana_obj || !mana_obj->level || type != PLAYER)
1198 mana_obj = this;
1161 1199
1162 if (mana_obj == op && op->type == PLAYER) { 1200 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1201 stats.maxsp = 1;
1164 } else { 1202 else
1203 {
1165 sp_tmp=0.0; 1204 sp_tmp = 0.f;
1205
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1206 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1207 {
1167 float stmp; 1208 float stmp;
1168 1209
1169 /* Got some extra bonus at first level */ 1210 /* Got some extra bonus at first level */
1170 if(i<2) { 1211 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1212 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1213 else
1174 stmp=(float)op->contr->levsp[i] 1214 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1215
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1216 if (stmp < 1.f)
1217 stmp = 1.f;
1218
1179 sp_tmp+=stmp; 1219 sp_tmp += stmp;
1180 } 1220 }
1221
1181 op->stats.maxsp=(int)sp_tmp; 1222 stats.maxsp = (sint16)sp_tmp;
1182 1223
1183 for(i=11;i<=mana_obj->level;i++) 1224 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1225 stats.maxsp += 2;
1185 } 1226 }
1227
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1228 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1229 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1230 stats.sp = stats.maxsp * 2;
1189 1231
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1233 if (!grace_obj || !grace_obj->level || type != PLAYER)
1234 grace_obj = this;
1192 1235
1193 if (grace_obj == op && op->type == PLAYER) { 1236 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1237 stats.maxgrace = 1;
1195 } else { 1238 else
1239 {
1196 /* store grace in a float - this way, the divisions below don't create 1240 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then 1241 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next 1242 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1243 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1244 */
1201 sp_tmp=0.0; 1245 sp_tmp = 0.f;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1246 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1247 {
1203 float grace_tmp=0.0; 1248 float grace_tmp = 0.f;
1204 1249
1205 /* Got some extra bonus at first level */ 1250 /* Got some extra bonus at first level */
1206 if(i<2) { 1251 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1252 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else { 1253 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1211 +((float)grace_bonus[op->stats.Pow] + 1255
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1256 if (grace_tmp < 1.f)
1213 } 1257 grace_tmp = 1.f;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1258
1215 sp_tmp+=grace_tmp; 1259 sp_tmp += grace_tmp;
1216 } 1260 }
1261
1217 op->stats.maxgrace=(int)sp_tmp; 1262 stats.maxgrace = (sint16)sp_tmp;
1218 1263
1219 /* two grace points per level after 11 */ 1264 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1265 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1266 stats.maxgrace += 2;
1222 } 1267 }
1268
1223 /* No limit on grace vs maxgrace */ 1269 /* No limit on grace vs maxgrace */
1224 1270
1225 if(op->contr->braced) { 1271 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1272 {
1273 ac += 2;
1274 wc += 4;
1275 }
1229 else 1276 else
1230 ac-=dex_bonus[op->stats.Dex]; 1277 ac -= dex_bonus[stats.Dex];
1231 1278
1232 /* In new exp/skills system, wc bonuses are related to 1279 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1280 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1281 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1282 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1283 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1284 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1242 */ 1289 */
1290 object *wc_obj = chosen_skill;
1243 1291
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1292 if (contr && wc_obj && wc_obj->level > 1)
1293 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295
1246 for(i=1;i<wc_obj->level;i++) { 1296 for (i = 1; i < wc_obj->level; i++)
1297 {
1247 /* addtional wc every 6 levels */ 1298 /* additional wc every 6 levels */
1248 if(!(i%6)) wc--; 1299 if (!(i % 6))
1300 wc--;
1301
1249 /* addtional dam every 4 levels. */ 1302 /* additional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 }
1252 } 1306 }
1253 } else 1307 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1308 wc -= level + thaco_bonus[stats.Str];
1255 1309
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1310 stats.dam += dam_bonus[stats.Str];
1257 1311
1258 if(op->stats.dam<1) 1312 if (stats.dam < 1)
1259 op->stats.dam=1; 1313 stats.dam = 1;
1260 1314
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1315 speed = 1.f + speed_bonus[stats.Dex];
1316
1262 if (settings.search_items && op->contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1318 speed -= 1;
1319
1264 if (op->attacktype==0) 1320 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1322 } /* End if player */
1266 1323
1267 } /* End if player */
1268
1269 if(added_speed>=0) 1324 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1325 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1327 speed /= 1.f - added_speed;
1273 1328
1274 /* Max is determined by armour */ 1329 /* Max is determined by armour */
1275 if(op->speed>max) 1330 if (speed > max)
1276 op->speed=max; 1331 speed = max;
1277 1332
1278 if(op->type == PLAYER) { 1333 if (type == PLAYER)
1334 {
1279 /* f is a number the represents the number of kg above (positive num) 1335 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above 1336 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1337 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1338 * much above he is, and what is max carry is
1283 */ 1339 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1340 f = (carrying / 1000) - max_carry[stats.Str];
1341 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1342 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1343 }
1287 1344
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1345 speed += bonus_speed / 10.f; /* Not affected by limits */
1289 1346
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1347 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1348 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1349 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1350 speed = speed * speed_reduce_from_disease;
1294 1351
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1352 if (speed < 0.01f && type == PLAYER)
1353 speed = 0.01f;
1296 1354
1297 if(op->type == PLAYER) { 1355 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1356 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1357 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1358 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1359 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1360 * that would just be a real pain to read.
1304 */ 1361 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1363 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1364 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1365 float s = (20 - weapon_speed) / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1366 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1368
1312 if(K<=0) K=0.01; 1369 K *= (4 + level) * 1.2f / (6 + level);
1313 S=op->speed/(K*s); 1370
1371 if (K <= 0.01f)
1372 K = 0.01f;
1373
1374 float S = speed / (K * s);
1375
1314 op->contr->weapon_sp=S; 1376 contr->weapon_sp = S;
1315 } 1377 }
1378
1316 /* I want to limit the power of small monsters with big weapons: */ 1379 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3; 1381 stats.dam = arch->clone.stats.dam * 3;
1320 1382
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1383 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1322 * should be more than enough - remember, AC is also in 8 bits, 1384 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328 1385
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type, 1386 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1387 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1388 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1389 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1390 * one or the other.
1338 */ 1391 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1392 if (move_type == 0)
1393 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1394 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1395 move_type &= ~MOVE_WALK;
1341 1396
1342 update_ob_speed(op); 1397 if (speed != old_speed)
1398 set_speed (speed);
1343 1399
1344 /* It is quite possible that a player's spell costing might have changed, 1400 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1401 * so we will check that now.
1346 */ 1402 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1403 if (type == PLAYER)
1404 {
1405 esrv_update_stats (contr);
1406 esrv_update_spells (contr);
1407 }
1408
1409 // update the mapspace, if we are on a map
1410 if (!flag [FLAG_REMOVED] && map)
1411 map->at (x, y).flags_ = 0;
1348} 1412}
1349 1413
1350/* 1414/*
1351 * Returns true if the given player is a legal class. 1415 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1416 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1417 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1418 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1419 * false otherwise.
1356 */ 1420 */
1357 1421int
1358int allowed_class(const object *op) { 1422allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1423{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1424 return op->stats.Dex > 0
1425 && op->stats.Str > 0
1426 && op->stats.Con > 0
1427 && op->stats.Int > 0
1428 && op->stats.Wis > 0
1429 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1430 && op->stats.Cha > 0;
1362} 1431}
1363 1432
1364/* 1433/*
1365 * set the new dragon name after gaining levels or 1434 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1435 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1438 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1439 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1440 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1441 * Please, anyone, write support for 'ext_title'.
1373 */ 1442 */
1443void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1444set_dragon_name (object *pl, const object *abil, const object *skin)
1445{
1375 int atnr=-1; /* attacknumber of highest level */ 1446 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1447 int level = 0; /* highest level */
1377 int i; 1448 int i;
1378 1449
1379 /* Perhaps do something more clever? */ 1450 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1451 if (!abil || !skin)
1381 1452 return;
1453
1382 /* first, look for the highest level */ 1454 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1455 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1456 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1457 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1458 {
1386 level = abil->resist[i]; 1459 level = abil->resist[i];
1387 atnr = i; 1460 atnr = i;
1388 } 1461 }
1389 } 1462 }
1390 1463
1391 /* now if there are equals at highest level, pick the one with focus, 1464 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1465 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1466 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1467 atnr = abil->stats.exp;
1396 1468
1397 level = (int)(level/5.); 1469 level = (int) (level / 5.);
1398 1470
1399 /* now set the new title */ 1471 /* now set the new title */
1400 if (pl->contr != NULL) { 1472 if (pl->contr != NULL)
1473 {
1401 if(level == 0) 1474 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1475 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1476 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1477 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1478 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1479 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1480 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1481 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else 1482 else
1483 {
1484 /* special titles for extra high resistance! */
1485 if (skin->resist[atnr] > 80)
1486 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1487 else if (skin->resist[atnr] > 50)
1488 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1489 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1490 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1491 }
1418 } 1492 }
1419 1493
1420 strcpy(pl->contr->own_title, ""); 1494 strcpy (pl->contr->own_title, "");
1421} 1495}
1422 1496
1423/* 1497/*
1424 * This function is called when a dragon-player gains 1498 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1499 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1500 * or change the ability-focus.
1427 */ 1501 */
1502void
1428void dragon_level_gain(object *who) { 1503dragon_level_gain (object *who)
1504{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1505 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1506 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1507 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1508 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1509
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1510 /* now grab the 'dragon_ability'-forces from the player's inventory */
1511 shstr_cmp dragon_ability_force ("dragon_ability_force");
1512 shstr_cmp dragon_skin_force ("dragon_skin_force");
1513
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1515 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1516 if (tmp->arch->name == dragon_ability_force)
1438 abil = tmp; 1517 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1518 else if (tmp->arch->name == dragon_skin_force)
1440 skin = tmp; 1519 skin = tmp;
1441 } 1520
1442 }
1443 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1522 if (abil == NULL)
1445 1523 return;
1524
1446 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1526 * New abilties can only be gained by surpassing this max level
1448 */ 1527 */
1449 if (who->level > abil->level) { 1528 if (who->level > abil->level)
1529 {
1450 /* increase our focused ability */ 1530 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1531 abil->resist[abil->stats.exp]++;
1452
1453 1532
1533
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1534 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1535 {
1455 /* time to hand out a new ability-gift */ 1536 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1537 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1538 }
1459 1539
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1540 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1541 {
1461 /* apply new ability focus */ 1542 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1543 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1544 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1545
1466 abil->stats.exp = abil->last_eat; 1546 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1547 abil->last_eat = 0;
1468 } 1548 }
1469 1549
1470 abil->level = who->level; 1550 abil->level = who->level;
1471 } 1551 }
1472 1552
1473 /* last but not least, set the new title for the dragon */ 1553 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1554 set_dragon_name (who, abil, skin);
1475} 1555}
1476 1556
1477/* Handy function - given the skill name skill_name, we find the skill 1557/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1558 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1559 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1560 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1561 * want to do something with it immediately.
1482 */ 1562 */
1563object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1564give_skill_by_name (object *op, const char *skill_name)
1484{ 1565{
1485 object *skill_obj; 1566 object *skill_obj;
1486 1567
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1569 if (!skill_obj)
1570 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1572 return NULL;
1491 } 1573 }
1574
1492 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1576 * still doesn't know it.
1494 */ 1577 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1580 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1582
1499 if (op->contr) { 1583 if (op->contr)
1584 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1586 if (op->contr->ns)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1587 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1502 } 1588 }
1589
1503 return skill_obj; 1590 return skill_obj;
1504} 1591}
1505
1506 1592
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1596 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1597 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1598 * (eg, skill)
1513 */ 1599 */
1600void
1514void player_lvl_adj(object *who, object *op) { 1601player_lvl_adj (object *who, object *op)
1602{
1515 char buf[MAX_BUF]; 1603 char buf[MAX_BUF];
1516 1604
1517 if(!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1518 op = who; 1606 op = who;
1519 1607
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 {
1521 op->level++; 1610 op->level++;
1522 1611
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1613 dragon_level_gain (who);
1525 1614
1526 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1617 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1618 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1619 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1621 }
1622
1623 who->update_stats ();
1624 if (op->level > 1)
1531 } 1625 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1626 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1628 else
1629 sprintf (buf, "You are now level %d.", op->level);
1630
1631 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1633 }
1634
1635 player_lvl_adj (who, op); /* To increase more levels */
1636 }
1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1638 {
1639 op->level--;
1640 who->update_stats ();
1641
1642 if (op->type != PLAYER)
1548 } 1643 {
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1646 }
1647
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1649 }
1650
1551 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1652 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1653 esrv_update_spells (who->contr);
1553} 1654}
1554 1655
1555/* 1656/*
1556 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1558 */ 1659 */
1559 1660
1661sint64
1560sint64 level_exp(int level,double expmul) { 1662level_exp (int level, double expmul)
1663{
1561 if (level > settings.max_level) 1664 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1563 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1564} 1668}
1565 1669
1566/* 1670/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1672 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1673 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1674 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1675 * this can now work on a much larger set of objects.
1572 */ 1676 */
1677void
1573void calc_perm_exp(object *op) 1678calc_perm_exp (object *op)
1574{ 1679{
1575 int p_exp_min; 1680 int p_exp_min;
1576 1681
1577 /* Ensure that our permanent experience minimum is met. 1682 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1683 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1684 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1685 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1686
1582 if (op->perm_exp < p_exp_min) 1687 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1688 op->perm_exp = p_exp_min;
1584 1689
1585 /* Cap permanent experience. */ 1690 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1691 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1692 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1590} 1695}
1591
1592 1696
1593/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1701 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1599 */ 1703 */
1600 1704static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1706{
1603 object *skill_obj = NULL; 1707 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1605 int i; 1709 int i;
1606 1710
1607 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1712 if (op->contr->braced)
1609 exp = exp / 5; 1713 exp /= 5;
1610 1714
1611 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1718 * the players inventory.
1615 */ 1719 */
1616 if (skill_name) 1720 if (skill_name)
1617 { 1721 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1723 skill_obj = op->chosen_skill;
1621 else 1724 else
1622 { 1725 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1726 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1728 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1729 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1730 break;
1629 } 1731 }
1630 1732
1649 exp_to_add = exp; 1751 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1752 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1753 if (exp_to_add > limit)
1652 exp_to_add = limit; 1754 exp_to_add = limit;
1653 1755
1654 ADD_EXP (op->stats.exp, 1756 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1757 if (settings.permanent_exp_ratio)
1658 { 1758 {
1659 ADD_EXP (op->perm_exp, 1759 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1760 calc_perm_exp (op);
1663 } 1761 }
1664 1762
1665 player_lvl_adj (op, NULL); 1763 player_lvl_adj (op, NULL);
1666 } 1764 }
1673 exp_to_add = limit; 1771 exp_to_add = limit;
1674 1772
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1773 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1774 if (settings.permanent_exp_ratio)
1677 { 1775 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1776 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1777 calc_perm_exp (skill_obj);
1681 } 1778 }
1682 1779
1683 player_lvl_adj (op, skill_obj); 1780 player_lvl_adj (op, skill_obj);
1684 } 1781 }
1690 * adjustments based on permanent exp and the like. 1787 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1788 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1789 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1790 * amount that should get subtract from the player.
1694 */ 1791 */
1792sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1793check_exp_loss (const object *op, sint64 exp)
1696{ 1794{
1697 sint64 del_exp; 1795 sint64 del_exp;
1698 1796
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1797 if (exp > op->stats.exp)
1798 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1799 if (settings.permanent_exp_ratio)
1800 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1802 if (del_exp < 0)
1803 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1804 if (exp > del_exp)
1805 exp = del_exp;
1704 } 1806 }
1705 return exp; 1807 return exp;
1706} 1808}
1707 1809
1810sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1709{ 1812{
1813 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1814 return check_exp_loss (op, exp);
1815 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1817}
1713 1818
1714 1819
1715/* Subtracts experience from player. 1820/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1827 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1828 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1829 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1830 * a postive number.
1726 */ 1831 */
1832static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1834{
1729 float fraction = (float) exp/(float) op->stats.exp; 1835 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1836 object *tmp;
1731 sint64 del_exp; 1837 sint64 del_exp;
1732 1838
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1840 if (tmp->type == SKILL && tmp->stats.exp)
1841 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1843 {
1736 del_exp = check_exp_loss(tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1846 player_lvl_adj (op, tmp);
1847 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1848 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 {
1740 /* only want to process other skills if we are not trying 1850 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1851 * to match a specific skill.
1742 */ 1852 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1855 player_lvl_adj (op, tmp);
1746 } 1856 }
1747 } 1857 }
1858
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1860 {
1749 del_exp = check_exp_loss(op, exp); 1861 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1863 player_lvl_adj (op, NULL);
1752 } 1864 }
1753} 1865}
1754
1755
1756 1866
1757/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1869 *
1760 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1874 * these last two values are only used for players.
1765 */ 1875 */
1766 1876void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1878{
1769#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1881#endif
1775#endif
1776 1882
1777 /* safety */ 1883 /* safety */
1778 if(!op) { 1884 if (!op)
1885 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1886 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1887 return;
1781 } 1888 }
1782 1889
1783 /* if no change in exp, just return - most of the below code 1890 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1891 * won't do anything if the value is 0 anyways.
1785 */ 1892 */
1786 if (exp == 0) return; 1893 if (exp == 0)
1894 return;
1787 1895
1788 /* Monsters are easy - we just adjust their exp - we 1896 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1897 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1898 * the exp they have - the monsters exp represents what its
1791 * worth. 1899 * worth.
1792 */ 1900 */
1793 if(op->type != PLAYER) { 1901 if (op->type != PLAYER)
1902 {
1794 /* Sanity check */ 1903 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1904 if (!QUERY_FLAG (op, FLAG_ALIVE))
1905 return;
1796 1906
1797 /* reset exp to max allowed value. We subtract from 1907 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1909 * more than max exp, just return.
1910 */
1911 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1912 {
1913 exp = MAX_EXPERIENCE - op->stats.exp;
1914 if (exp < 0)
1915 return;
1916 }
1917
1918 op->stats.exp += exp;
1919 }
1920 else
1921 { /* Players only */
1922 if (exp > 0)
1923 add_player_exp (op, exp, skill_name, flag);
1924 else
1925 /* note that when you lose exp, it doesn't go against
1926 * a particular skill, so we don't need to pass that
1927 * along.
1800 */ 1928 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1930 }
1819} 1931}
1820 1932
1821/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1936 */
1825 1937void
1826void apply_death_exp_penalty(object *op) { 1938apply_death_exp_penalty (object *op)
1939{
1827 object *tmp; 1940 object *tmp;
1828 sint64 loss; 1941 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1944
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1945 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1946 if (tmp->type == SKILL && tmp->stats.exp)
1947 {
1834 1948
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1951
1838 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1955 * tables is a lot harder.
1842 */ 1956 */
1843 if (level_loss < 0) level_loss = 0; 1957 if (level_loss < 0)
1958 level_loss = 0;
1844 1959
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1961
1847 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1963 player_lvl_adj (op, tmp);
1849 } 1964 }
1850 1965
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1968
1969 if (level_loss < 0)
1970 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1972
1856 op->stats.exp -= loss; 1973 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1974 player_lvl_adj (op, NULL);
1858} 1975}
1859 1976
1860/* This function takes an object (monster/player, op), and 1977/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1978 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1979 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1980 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1981 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1982 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1983 */
1984int
1867int did_make_save(const object *op, int level, int bonus) 1985did_make_save (const object *op, int level, int bonus)
1868{ 1986{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1987 if (level > MAX_SAVE_LEVEL)
1988 level = MAX_SAVE_LEVEL;
1870 1989
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1990 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1991 return 0;
1992
1993 return 1;
1874} 1994}
1875

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines