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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 29 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 30#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 31
38static const int con_bonus[MAX_STAT + 1]={ 32static 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, 33 -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 34 22, 25, 30, 40, 50
41}; 35};
42 36
43/* changed the name of this to "sp_bonus" from "int_bonus" 37/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 38 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 39 * advancement. -b.t.
46 */ 40 */
47static const int sp_bonus[MAX_STAT + 1]={ 41static 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, 42 -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 43 30, 40, 50, 70, 100
50}; 44};
51 45
52static const int grace_bonus[MAX_STAT +1] = { 46static 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, 47 -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 48 30, 40, 50, 70, 100
55}; 49};
56 50
57/* 0.92.7 Changed way charisma works. Values now 51/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 52 * 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 53 * (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 63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 64 * it is 1-diff
71 */ 65 */
72 66
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 67const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 74};
81 75
82const int dex_bonus[MAX_STAT + 1]={ 76const 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 77 -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}; 78};
85 79
86/* speed_bonus uses dex as its stat */ 80/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 81const 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, 82 -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, 83 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 84 1.6, 1.8, 2.0, 2.5, 3.0
91}; 85};
92 86
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 87/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 88 * strength.
95 */ 89 */
96const int dam_bonus[MAX_STAT + 1]={ 90const 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 91 -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}; 92};
99 93
100const int thaco_bonus[MAX_STAT + 1]={ 94const 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 95 -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}; 96};
103 97
104/* Max you can carry before you start getting extra speed penalties */ 98/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 99const 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, 100 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 101 301, 326, 352, 400, 450, 500, 600, 1000
108}; 102};
109 103
110/* weight_limit - the absolute most a character can carry - a character can't 104/* 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. 105 * 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 106 * 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 107 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 108 * before, you need to start someplace.
115 */ 109 */
116 110
117const uint32 weight_limit[MAX_STAT+ 1] = { 111const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 112 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 113 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 114 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 119};
126 120
127const int learn_spell[MAX_STAT + 1]={ 121const 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, 122 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,
129 100,100,100,100,100,100 123 100, 100, 100, 100, 100, 100
130}; 124};
131 125
132const int cleric_chance[MAX_STAT + 1]={ 126const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 127 100, 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}; 128};
135 129
136const int turn_bonus[MAX_STAT + 1]={ 130const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 131 -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}; 132};
139 133
140const int fear_bonus[MAX_STAT + 1]={ 134const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 135 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}; 136};
143 137
144/* 138/*
145 Since this is nowhere defined ... 139 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 140 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 155 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 156 * if more levels are desired, this should be fixed.
163 * -b.t. 157 * -b.t.
164 */ 158 */
165 159
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 161
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 162extern sint64 *levels;
172#endif
173 163
174#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165
175/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 168 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 169 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 170 * and instead did_make_save should be used instead.
180 */ 171 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 172static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 173 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 174 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, 175 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, 176 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, 177 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, 178 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, 1 179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 180};
190 181
191const char *const attacks[NROFATTACKS] = { 182const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 183 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 187 "life stealing"
197}; 188};
198 189
199static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 192 "You're feeling clumsy!",
202 "You feel less healthy", 193 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
204 "Your face gets distorted!", 197 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 198};
208const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 200 "You feel your strength return.",
210 "You feel your agility return.", 201 "You feel your agility return.",
211 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
213 "You feel your charisma return.", 206 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 207};
217const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 209 "You feel stronger.",
219 "You feel more agile.", 210 "You feel more agile.",
220 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
221 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
222 "You seem to look better.", 215 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 216};
226const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 218 "You feel weaker!",
228 "You feel clumsy!", 219 "You feel clumsy!",
229 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 223 "You feel less potent!",
224 "You look ugly!",
234}; 225};
235 226
236const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 229};
239 230
240const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 233};
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}
275 234
276/* 235/*
277 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 237 * is added to the specified stat.
279 */ 238 */
280
281void 239void
282change_attr_value(living *stats,int attr,sint8 value) { 240change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 241{
284 switch(attr) { 242 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} 243}
335 244
336/* 245/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 247 * 1-30 stat limit.
339 */ 248 */
340 249void
341void check_stat_bounds(living *stats) { 250check_stat_bounds (living *stats)
342 int i,v; 251{
343 for(i=0;i<NUM_STATS;i++) 252 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 253 {
345 set_attr_value(stats,i,MAX_STAT); 254 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 256 }
348} 257}
349 258
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 260
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 264 */
356#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 267
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
360/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 271 * the object.
362 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 273 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 279 * that gives them that ability.
370 */ 280 */
281int
371int change_abil(object *op, object *tmp) { 282change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 283{
284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375
376 /* 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
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381 288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
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;
301
385 for(j=0;j<NUM_STATS;j++) { 302 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 303 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 304 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 305 int i = tmp->stats.stat (j);
390 306
391 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 308 int nstat = flag * i + ostat;
393 309
394 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
395 * 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->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 nstat = 20 + op->arch->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);
405 potion_max=0;
406 } 325 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 327 potion_max = 1;
410 } 328 }
411 } 329 }
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."); 370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 373 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
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."); 376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 379 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
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."); 382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 385 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
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 != prev_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 (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (op->flag [FLAG_UNDEAD] != prev_flag [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->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
441 }
442
443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 {
445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 {
451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 }
454
455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision
457 */
458 if (tmp->flag [FLAG_BLIND])
459 {
460 success = 1;
461 if (flag > 0)
462 {
463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else
466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND);
469 if (op->type == PLAYER)
470 op->contr->do_los = 1;
508 } 471 }
509 } 472 }
510 473 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 474 {
512 success=1; 475 if (op->flag [FLAG_WIZ])
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 477 else
478 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 481 if (op->type == PLAYER)
531 op->contr->do_los=1; 482 op->contr->do_los = 1;
532 } 483 }
533 } else { 484 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 485 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 486
487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 {
489 success = 1;
490 if (op->type == PLAYER)
491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 }
494
495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 502 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 503 {
538 CLEAR_FLAG(op,FLAG_BLIND); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 505 if (op->type == PLAYER)
540 op->contr->do_los=1; 506 op->contr->do_los = 1;
541 } 507 }
542 } 508 }
543 } 509 else
544 510 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 511 if (op->flag [FLAG_WIZ])
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 513 else
514 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 516 if (op->type == PLAYER)
560 op->contr->do_los=1; 517 op->contr->do_los = 1;
561 } 518 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 } 519 }
570 }
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] != prev_resist [i])
560 {
608 success=1; 561 success = 1;
562
609 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 564 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 565 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 567
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
617 } 575 {
618 }
619
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; 576 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 578 }
626 } 579
627 }
628 return success; 580 return success;
629} 581}
630 582
631/* 583/*
632 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 586 */
635 587void
636void drain_stat(object *op) { 588object::drain_stat ()
589{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
638} 591}
639 592
593void
640void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
641 object *tmp; 596 object *tmp;
642 archetype *at; 597 archetype *at;
643 598
644 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 600 if (!at)
601 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 603 return;
604 }
648 } else { 605 else
606 {
649 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
650 if (!tmp) { 609 if (!tmp)
610 {
651 tmp = arch_to_object(at); 611 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
654 } 614 }
655 } 615 }
656 616
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 619 update_stats ();
660} 620}
661 621
662/* 622/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 624 * via an applied bad_luck object.
665 */ 625 */
666 626void
667void change_luck(object *op, int value) { 627object::change_luck (int value)
668 object *tmp; 628{
669 archetype *at; 629 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 630 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 632 else
633 {
676 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
677 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = arch_to_object (at);
642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED);
644 }
645
678 if (!value) 646 if (value)
679 return; 647 {
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 648 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 650 * in op itself).
688 */ 651 */
689 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
690 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
691 op->stats.luck+=value; 656 stats.luck += value;
692 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
693 } 659 }
694 } else { 660 else
661 {
695 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
696 return; 663 return;
697 } 664
698 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
700 */ 667 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
702 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
703 op->stats.luck += diff; 672 stats.luck += diff;
704 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
705 } 675 }
706 }
707 } 676 }
708} 677}
709 678
710/* 679/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 681 */
713 682void
714void remove_statbonus(object *op) { 683object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 684{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 686 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 690 }
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} 691}
730 692
731/* 693/*
732 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 695 */
734 696void
735void add_statbonus(object *op) { 697object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 698{
737 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 700 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 704 }
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} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
751 746
752/* 747/*
753 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
758 */ 753 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
761 */ 756 */
762 757void
763void fix_player(object *op) { 758object::update_stats ()
764 int i,j; 759{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 761 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
770 767
771 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 769 if (type == PLAYER)
770 {
773 for(i=0;i<NUM_STATS;i++) { 771 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
775 } 773
776 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 775 contr->encumbrance = 0;
778 776
779 op->attacktype=0; 777 attacktype = 0;
778
780 op->contr->digestion = 0; 779 contr->digestion = 0;
781 op->contr->gen_hp = 0; 780 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 781 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 782 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 784 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 } 785 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
798 op->slaying = 0; 790 slaying = 0;
799 791
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 792 if (!QUERY_FLAG (this, FLAG_WIZ))
793 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 796 }
804 797
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 800 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);
816 801
817 op->path_attuned=op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
822 op->chosen_skill = NULL; 813 chosen_skill = 0;
823 814
824 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
825 * archetype clone 816 * archetype clone
826 */ 817 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
828 819
829 for (i=0;i<NROFATTACKS;i++) { 820 for (int i = 0; i < NROFATTACKS; i++)
821 {
830 if (op->resist[i] > 0) 822 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 823 prot[i] = resist[i], vuln[i] = 0;
832 else 824 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
834 potion_resist[i]=0; 827 potion_resist[i] = 0;
835 } 828 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * 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, 836 * 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 837 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 838 * that their protection from physical goes down
846 */ 839 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 841 {
842 ac = max (-10, arch->stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 844 }
851 else 845 else
852 ac=op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
853 847
854 op->stats.luck=op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
855 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
856 850
857 /* OK - we've reset most all the objects attributes to sane values. 851 /* 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. 852 * now go through and make adjustments for what the player has equipped.
859 */ 853 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 854 for (tmp = inv; tmp; tmp = tmp->below)
862 /* See note in map.c:update_position about making this additive 855 {
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 858 * then calls this function.
870 */ 859 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 861 continue;
873 }
874 862
863 glow_radius += tmp->glow_radius;
864
875 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 866 if (tmp->type == SKILL)
867 {
877 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 869 if (IS_MANA_SKILL (tmp->subtype))
870 {
879 if (!mana_obj) mana_obj=tmp; 871 if (!mana_obj)
872 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 873 else if (tmp->level > mana_obj->level)
874 mana_obj = tmp;
881 } 875 }
876
882 if (IS_GRACE_SKILL(tmp->subtype)) { 877 if (IS_GRACE_SKILL (tmp->subtype))
878 {
883 if (!grace_obj) grace_obj=tmp; 879 if (!grace_obj)
880 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 881 else if (tmp->level > grace_obj->level)
882 grace_obj = tmp;
885 } 883 }
886 } 884 }
887 885
888 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments. 887 * objects need to make adjustments.
890 * This block should handle all player specific changes 888 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 889 * 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. 890 * 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, 891 * 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 892 * because the skill shouldn't count against body positions being used
895 * up, etc. 893 * up, etc.
896 */ 894 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
899 && tmp->subtype == SK_PRAYING))
900 {
901 if (type == PLAYER)
902 {
903 contr->item_power += tmp->item_power;
904
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
899 if(op->type==PLAYER) { 908 && !tmp->flag [FLAG_CURSED]
900 if (tmp->type == BOW) 909 && !tmp->flag [FLAG_DAMNED])
901 op->contr->ranges[range_bow] = tmp; 910 continue;
902 911
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++) 912 for (int i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
908 914
909 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
910 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array.
912 */ 916 {
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
923 op->contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 } 923 }
928 } /* if this is a player */ 924 } /* if this is a player */
929 925 else
930 /* Update slots used for items */ 926 {
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 927 if (tmp->type == WEAPON)
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 928 current_weapon = tmp;
933 op->body_used[i] += tmp->body_info[i];
934 } 929 }
935 930
931 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info;
935
936 if(tmp->type==SYMPTOM) { 936 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940 939
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 944 */
946 if (tmp->type != POTION) { 945 if (tmp->type != POTION)
946 {
947 for (i=0; i<NROFATTACKS; i++) { 947 for (int i = 0; i < NROFATTACKS; i++)
948 {
948 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
950 */ 951 */
951 if (tmp->type==POTION_EFFECT) { 952 if (tmp->type == POTION_EFFECT)
953 {
952 if (potion_resist[i]) 954 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
954 else 956 else
955 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
956 } 958 }
957 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 963 }
962 } 964 }
963 965
964 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
966 op->attacktype|=tmp->attacktype; 969 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 972 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
973 974 stats.luck += tmp->stats.luck;
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 } 975 }
989 976
990 if(tmp->stats.exp && tmp->type!=SKILL) { 977 flag |= tmp->flag & copy_flags;
991 if(tmp->stats.exp > 0) { 978
992 added_speed+=(float)tmp->stats.exp/3.0; 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 980 SET_FLAG (this, FLAG_UNDEAD);
994 } else 981
995 added_speed+=(float)tmp->stats.exp; 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 {
984 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1;
996 } 986 }
997 987
988 if (tmp->stats.exp && tmp->type != SKILL)
989 {
990 if (tmp->stats.exp > 0)
991 {
992 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
994 }
995 else
996 added_speed += tmp->stats.exp;
997 }
998
998 switch(tmp->type) { 999 switch (tmp->type)
1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
999 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1001 case SKILL: 1012 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1015 break;
1003 1016
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) { 1017 if (chosen_skill)
1018 {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1008 } 1025 }
1026 else
1009 op->chosen_skill = tmp; 1027 chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1028
1029 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1033
1034 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1035 weapon_speed = 0;
1036
1014 weapon_weight=tmp->weight; 1037 weapon_weight = tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039
1040 if (tmp->magic)
1016 if(tmp->magic) op->stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1017 } 1042 }
1043
1018 if(tmp->stats.wc) 1044 if (tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1020 1046
1021 if (tmp->slaying!=NULL) 1047 if (tmp->slaying)
1022 op->slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1023 1049
1024 if(tmp->stats.ac) 1050 if (tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1052
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1028 if (op->type == PLAYER) 1055 }
1029 op->contr->ranges[range_skill] = op; 1056
1030 break; 1057 break;
1031 1058
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD: 1059 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1044 case RING: 1062 case RING:
1045 case AMULET: 1063 case AMULET:
1046 case GIRDLE: 1064 case GIRDLE:
1047 case HELMET: 1065 case HELMET:
1048 case BOOTS: 1066 case BOOTS:
1049 case GLOVES: 1067 case GLOVES:
1050 case CLOAK: 1068 case CLOAK:
1051 if(tmp->stats.wc) 1069 if (tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1053 if(tmp->stats.dam) 1072 if (tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1074
1055 if(tmp->stats.ac) 1075 if (tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1077
1057 break; 1078 break;
1058 1079
1080 case BOW:
1059 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1060 wc-=(tmp->stats.wc+tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1085
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1062 ac-=tmp->stats.ac+tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1088
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight=tmp->weight; 1090 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1066 if(weapon_speed<0) weapon_speed=0; 1093 if (weapon_speed < 0)
1094 weapon_speed = 0;
1095
1067 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1068 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1070 * go. 1100 * go.
1071 */ 1101 */
1072 op->current_weapon = tmp; 1102
1103 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1104 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; 1105 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 } 1106 }
1090 if(tmp->stats.ac) { 1107
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; 1108 break;
1109
1110 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000;
1113
1114 case BRACERS:
1115 case FORCE:
1116 if (tmp->stats.wc)
1117 {
1118 if (best_wc < tmp->stats.wc + tmp->magic)
1119 {
1120 wc += best_wc;
1121 best_wc = tmp->stats.wc + tmp->magic;
1122 }
1123 else
1124 wc += tmp->stats.wc + tmp->magic;
1125 }
1126
1127 if (tmp->stats.ac)
1128 {
1129 if (best_ac < tmp->stats.ac + tmp->magic)
1130 {
1131 ac += best_ac; /* Remove last bonus */
1132 best_ac = tmp->stats.ac + tmp->magic;
1133 }
1134 else /* To nullify the below effect */
1135 ac += tmp->stats.ac + tmp->magic;
1136 }
1137
1138 if (tmp->stats.wc)
1139 wc -= tmp->stats.wc + tmp->magic;
1140
1141 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic;
1143
1144 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1147 break;
1103 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1104 } /* item is equipped */ 1149 } /* item is equipped */
1105 } /* for loop of items */ 1150 } /* for loop of items */
1106 1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153
1107 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* 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. 1155 * have generated intermediate values which we now need to assign.
1109 */ 1156 */
1110 1157
1111 /* 'total resistance = total protections - total vulnerabilities'. 1158 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1163 */
1117 for (i=0; i<NROFATTACKS; i++) { 1164 for (int i = 0; i < NROFATTACKS; i++)
1165 {
1118 op->resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1167
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1168 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]; 1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1122 } 1173 {
1123 1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1124 /* Figure out the players sp/mana/hp totals. */ 1180 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level; 1181 int pl_level;
1127 1182
1128 check_stat_bounds(&(op->stats)); 1183 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1184 pl_level = level;
1130 1185
1186 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1188
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* 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. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1191 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1139 if (con_bonus[op->stats.Con]>0) 1198 if (con_bonus[stats.Con] > 0)
1140 j++; 1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1141 else 1238 else
1142 j--; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1143 } 1242 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1145 } 1257 {
1146 1258 /* store grace in a float - this way, the divisions below don't create
1147 for(i=11;i<=op->level;i++) 1259 * big jumps when you go from level to level - with int's, it then
1148 op->stats.maxhp+=2; 1260 * becomes big jumps when the sums of the bonuses jump to the next
1149 1261 * step of 8 - with floats, even fractional ones are useful.
1150 if(op->stats.hp>op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp;
1152
1153 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above)
1155 */ 1262 */
1156 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op;
1158 if(!grace_obj) grace_obj = op;
1159 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161
1162 if (mana_obj == op && op->type == PLAYER) {
1163 op->stats.maxsp = 1;
1164 } else {
1165 sp_tmp=0.0; 1263 float sp_tmp = 0.f;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1167 float stmp; 1267 float grace_tmp = 0.f;
1168 1268
1169 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1170 if(i<2) { 1270 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1272 else
1174 stmp=(float)op->contr->levsp[i] 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1274
1176 (float)sp_bonus[op->stats.Int])/12.0; 1275 sp_tmp += max (1.f, grace_tmp);
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 } 1276 }
1181 op->stats.maxsp=(int)sp_tmp;
1182 1277
1183 for(i=11;i<=mana_obj->level;i++) 1278 /* two grace points per level after 10 */
1184 op->stats.maxsp+=2; 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1185 } 1285 {
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1286 ac += 2;
1187 if(op->stats.sp>op->stats.maxsp*2) 1287 wc += 4;
1188 op->stats.sp=op->stats.maxsp*2; 1288 }
1189
1190 /* 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;
1192
1193 if (grace_obj == op && op->type == PLAYER) {
1194 op->stats.maxgrace = 1;
1195 } else { 1289 else
1196 /* store grace in a float - this way, the divisions below don't create 1290 ac -= dex_bonus[stats.Dex];
1197 * big jumps when you go from level to level - with int's, it then 1291
1198 * becomes big jumps when the sums of the bonuses jump to the next 1292 /* In new exp/skills system, wc bonuses are related to
1199 * step of 8 - with floats, even fractional ones are useful. 1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1200 */ 1310 {
1201 sp_tmp=0.0; 1311 /* additional wc every 6 levels */
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1312 if (!(i % 6))
1203 float grace_tmp=0.0;
1204
1205 /* Got some extra bonus at first level */
1206 if(i<2) {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 } 1313 wc--;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1314
1215 sp_tmp+=grace_tmp; 1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1216 } 1318 }
1217 op->stats.maxgrace=(int)sp_tmp;
1218
1219 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++)
1221 op->stats.maxgrace+=2;
1222 } 1319 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else 1320 else
1230 ac-=dex_bonus[op->stats.Dex];
1231
1232 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t.
1242 */
1243
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) {
1247 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--;
1249 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252 }
1253 } else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1255 1322
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1257 1324
1258 if(op->stats.dam<1) 1325 if (stats.dam < 1)
1259 op->stats.dam=1; 1326 stats.dam = 1;
1260 1327
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1262 if (settings.search_items && op->contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1331 speed -= 1;
1332
1264 if (op->attacktype==0) 1333 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1335 } /* End if player */
1266 1336
1267 } /* End if player */
1268
1269 if(added_speed>=0) 1337 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1338 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1340 speed /= 1.f - added_speed;
1273 1341
1274 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1275 if(op->speed>max) 1343 speed = min (speed, max_speed);
1276 op->speed=max;
1277 1344
1278 if(op->type == PLAYER) { 1345 if (type == PLAYER)
1346 {
1279 /* f is a number the represents the number of kg above (positive num) 1347 /* 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 1348 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1283 */ 1351 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1353 if (f > 0.f)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1355 }
1287 1356
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1289 1359
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* 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. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1292 */ 1362 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1363 if (speed < 0.04f && type == PLAYER)
1364 speed = 0.04f;
1294 1365
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1366 if (speed != old_speed)
1367 set_speed (speed);
1296 1368
1297 if(op->type == PLAYER) { 1369 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1370 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1304 */ 1375 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1378 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1381 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; 1382
1312 if(K<=0) K=0.01; 1383 K *= (4 + level) * 1.2f / (6 + level);
1313 S=op->speed/(K*s); 1384
1314 op->contr->weapon_sp=S; 1385 if (K <= 0.01f)
1386 K = 0.01f;
1387
1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1315 } 1389 }
1390
1316 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1393 stats.dam = arch->stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1394
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1322 * should be more than enough - remember, AC is also in 8 bits, 1396 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 1397
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, 1398 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1399 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1402 * one or the other.
1338 */ 1403 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1404 if (move_type == 0)
1405 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK;
1341 1408
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1410 * so we will check that now.
1346 */ 1411 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1412 if (type == PLAYER)
1413 {
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1348} 1421}
1349 1422
1350/* 1423/*
1351 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1425 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1426 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1427 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1428 * false otherwise.
1356 */ 1429 */
1357 1430int
1358int allowed_class(const object *op) { 1431allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1432{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1433 return op->stats.Dex > 0
1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1439 && op->stats.Cha > 0;
1362} 1440}
1363 1441
1364/* 1442/*
1365 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1368 * 1446 */
1369 * Note that the title is written to 'own_title' in the 1447void
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1449{
1375 int atnr=-1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1451 int level = 0; /* highest level */
1377 int i; 1452 int i;
1378 1453
1379 /* Perhaps do something more clever? */ 1454 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1455 if (!abil || !skin)
1381 1456 return;
1457
1382 /* first, look for the highest level */ 1458 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1459 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1460 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1461 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1462 {
1386 level = abil->resist[i]; 1463 level = abil->resist[i];
1387 atnr = i; 1464 atnr = i;
1388 } 1465 }
1389 } 1466 }
1390 1467
1391 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1469 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1470 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; 1471 atnr = abil->stats.exp;
1396 1472
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1473 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1478 else
1479 {
1410 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) 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]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1484 }
1419 1485
1420 strcpy(pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1421} 1487}
1422 1488
1423/* 1489/*
1424 * This function is called when a dragon-player gains 1490 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1491 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1492 * or change the ability-focus.
1427 */ 1493 */
1494void
1428void dragon_level_gain(object *who) { 1495dragon_level_gain (object *who)
1496{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1497 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1498 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1501
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1504 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1506 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1508 skin = tmp;
1441 } 1509
1442 }
1443 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1511 if (abil == NULL)
1445 1512 return;
1513
1446 /* The ability_force keeps track of maximum level ever achieved. 1514 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1515 * New abilties can only be gained by surpassing this max level
1448 */ 1516 */
1449 if (who->level > abil->level) { 1517 if (who->level > abil->level)
1518 {
1450 /* increase our focused ability */ 1519 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1520 abil->resist[abil->stats.exp]++;
1452
1453 1521
1522
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1523 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1524 {
1455 /* time to hand out a new ability-gift */ 1525 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1526 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 } 1527 }
1459 1528
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1529 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1530 {
1461 /* apply new ability focus */ 1531 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1532 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); 1533 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1534
1466 abil->stats.exp = abil->last_eat; 1535 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1536 abil->last_eat = 0;
1468 } 1537 }
1469 1538
1470 abil->level = who->level; 1539 abil->level = who->level;
1471 } 1540 }
1472 1541
1473 /* last but not least, set the new title for the dragon */ 1542 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1543 set_dragon_name (who, abil, skin);
1475} 1544}
1476 1545
1477/* Handy function - given the skill name skill_name, we find the skill 1546/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1547 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1548 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1549 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1550 * want to do something with it immediately.
1482 */ 1551 */
1552object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1553give_skill_by_name (object *op, const char *skill_name)
1484{ 1554{
1485 object *skill_obj; 1555 object *skill_obj;
1486 1556
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1558 if (!skill_obj)
1559 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1561 return NULL;
1491 } 1562 }
1563
1492 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1565 * still doesn't know it.
1494 */ 1566 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1569 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1570 op->insert (skill_obj);
1499 if (op->contr) { 1571
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1572 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1573 pl->link_skills ();
1502 } 1574
1503 return skill_obj; 1575 return skill_obj;
1504} 1576}
1505
1506 1577
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1581 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1582 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1583 * (eg, skill)
1513 */ 1584 */
1585void
1514void player_lvl_adj(object *who, object *op) { 1586player_lvl_adj (object *who, object *op)
1587{
1515 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1516 1589 bool changed = false;
1590
1517 if(!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1518 op = who; 1592 op = who;
1519 1593
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1595 {
1596 changed = true;
1597
1521 op->level++; 1598 op->level++;
1522 1599
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1601 dragon_level_gain (who);
1525 1602
1526 /* Only roll these if it is the player (who) that gained the level */ 1603 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1605 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1606 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); 1607 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; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1609 }
1610
1611 if (op->level > 1)
1531 } 1612 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1537 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1622 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1623
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1624 if (who)
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);
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1626 }
1627 }
1628
1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1630 {
1631 changed = true;
1632
1633 op->level--;
1634
1635 if (op->type != PLAYER)
1548 } 1636 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 }
1640 }
1641
1642 if (changed)
1550 } 1643 {
1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1551 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1552 esrv_update_spells(who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1553} 1649}
1554 1650
1555/* 1651/*
1556 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1558 */ 1654 */
1559 1655
1656sint64
1560sint64 level_exp(int level,double expmul) { 1657level_exp (int level, double expmul)
1658{
1561 if (level > settings.max_level) 1659 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1660 return (sint64) (expmul * levels[settings.max_level]);
1661
1563 return (sint64) (expmul * levels[level]); 1662 return (sint64) (expmul * levels[level]);
1564} 1663}
1565 1664
1566/* 1665/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1666 * 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 1667 * 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 1668 * 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, 1669 * 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. 1670 * this can now work on a much larger set of objects.
1572 */ 1671 */
1672void
1573void calc_perm_exp(object *op) 1673calc_perm_exp (object *op)
1574{ 1674{
1575 int p_exp_min; 1675 int p_exp_min;
1576 1676
1577 /* Ensure that our permanent experience minimum is met. 1677 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1678 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1679 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1680 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1681
1582 if (op->perm_exp < p_exp_min) 1682 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1683 op->perm_exp = p_exp_min;
1584 1684
1585 /* Cap permanent experience. */ 1685 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1686 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1687 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1688 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1689 op->perm_exp = MAX_EXPERIENCE;
1590} 1690}
1591
1592 1691
1593/* Add experience to a player - exp should only be positive. 1692/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1693 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1694 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1695 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1696 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1599 */ 1698 */
1600 1699static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1701{
1603 object *skill_obj = NULL; 1702 object *skill_obj;
1604 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1605 int i; 1704 int i;
1606 1705
1607 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1707 if (op->contr->braced)
1609 exp = exp / 5; 1708 exp /= 5;
1610 1709
1611 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1713 * the players inventory.
1615 */ 1714 */
1715 skill_obj = 0;
1716
1616 if (skill_name) 1717 if (skill_name)
1617 { 1718 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1719 skill_obj = op->contr->find_skill (skill_name);
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 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))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630 1720
1631 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1722 * it to the player if necessary
1633 */ 1723 */
1634 if (!skill_obj) 1724 if (!skill_obj)
1635 { 1725 {
1636 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1637 return; 1727 return;
1728
1638 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1731 }
1642 } 1732 }
1643 1733
1644 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1735 {
1649 exp_to_add = exp; 1739 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1740 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1741 if (exp_to_add > limit)
1652 exp_to_add = limit; 1742 exp_to_add = limit;
1653 1743
1654 ADD_EXP (op->stats.exp, 1744 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) 1745 if (settings.permanent_exp_ratio)
1658 { 1746 {
1659 ADD_EXP (op->perm_exp, 1747 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); 1748 calc_perm_exp (op);
1663 } 1749 }
1664 1750
1665 player_lvl_adj (op, NULL); 1751 player_lvl_adj (op, NULL);
1666 } 1752 }
1673 exp_to_add = limit; 1759 exp_to_add = limit;
1674 1760
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1761 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1762 if (settings.permanent_exp_ratio)
1677 { 1763 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1764 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1765 calc_perm_exp (skill_obj);
1681 } 1766 }
1682 1767
1683 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1684 } 1769 }
1685} 1770}
1686 1771
1687/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1694 */ 1779 */
1780sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1781check_exp_loss (const object *op, sint64 exp)
1696{ 1782{
1697 sint64 del_exp; 1783 sint64 del_exp;
1698 1784
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1785 if (exp > op->stats.exp)
1786 exp = op->stats.exp;
1787
1700 if (settings.permanent_exp_ratio) { 1788 if (settings.permanent_exp_ratio)
1789 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1791
1792 if (del_exp < 0)
1793 del_exp = 0;
1794
1703 if (exp > del_exp) exp=del_exp; 1795 if (exp > del_exp)
1796 exp = del_exp;
1704 } 1797 }
1798
1705 return exp; 1799 return exp;
1706} 1800}
1707 1801
1802sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1709{ 1804{
1805 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1806 return check_exp_loss (op, exp);
1807 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1809}
1713
1714 1810
1715/* Subtracts experience from player. 1811/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1814 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1818 * 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. 1819 * 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 1820 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1821 * a postive number.
1726 */ 1822 */
1823static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1824subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1825{
1729 float fraction = (float) exp/(float) op->stats.exp; 1826 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1827 object *tmp;
1731 sint64 del_exp; 1828 sint64 del_exp;
1732 1829
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1831 if (tmp->type == SKILL && tmp->stats.exp)
1832 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1834 {
1736 del_exp = check_exp_loss(tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1837 player_lvl_adj (op, tmp);
1838 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1839 else if (flag != SK_SUBTRACT_SKILL_EXP)
1840 {
1740 /* only want to process other skills if we are not trying 1841 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1842 * to match a specific skill.
1742 */ 1843 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1844 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1846 player_lvl_adj (op, tmp);
1746 } 1847 }
1747 } 1848 }
1849
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1850 if (flag != SK_SUBTRACT_SKILL_EXP)
1851 {
1749 del_exp = check_exp_loss(op, exp); 1852 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1853 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1854 player_lvl_adj (op, NULL);
1752 } 1855 }
1753} 1856}
1754
1755
1756 1857
1757/* change_exp() - changes experience to a player/monster. This 1858/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1859 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1860 *
1760 * The exp passed is typically not modified much by this function - 1861 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1862 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1863 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1864 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1865 * these last two values are only used for players.
1765 */ 1866 */
1766 1867void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1868change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1869{
1769#ifdef EXP_DEBUG 1870#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); 1871 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1872#endif
1775#endif
1776 1873
1777 /* safety */ 1874 /* safety */
1778 if(!op) { 1875 if (!op)
1876 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1877 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1878 return;
1781 } 1879 }
1782 1880
1783 /* if no change in exp, just return - most of the below code 1881 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1882 * won't do anything if the value is 0 anyways.
1785 */ 1883 */
1786 if (exp == 0) return; 1884 if (exp == 0)
1885 return;
1787 1886
1788 /* Monsters are easy - we just adjust their exp - we 1887 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1888 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1889 * the exp they have - the monsters exp represents what its
1791 * worth. 1890 * worth.
1792 */ 1891 */
1793 if(op->type != PLAYER) { 1892 if (op->type != PLAYER)
1893 {
1794 /* Sanity check */ 1894 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1895 if (!QUERY_FLAG (op, FLAG_ALIVE))
1896 return;
1796 1897
1797 /* reset exp to max allowed value. We subtract from 1898 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1899 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1900 * more than max exp, just return.
1901 */
1902 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1903 {
1904 exp = MAX_EXPERIENCE - op->stats.exp;
1905 if (exp < 0)
1906 return;
1907 }
1908
1909 op->stats.exp += exp;
1910 }
1911 else
1912 { /* Players only */
1913 if (exp > 0)
1914 add_player_exp (op, exp, skill_name, flag);
1915 else
1916 /* note that when you lose exp, it doesn't go against
1917 * a particular skill, so we don't need to pass that
1918 * along.
1800 */ 1919 */
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); 1920 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1921 }
1819} 1922}
1820 1923
1821/* Applies a death penalty experience, the size of this is defined by the 1924/* 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 1925 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1927 */
1825 1928void
1826void apply_death_exp_penalty(object *op) { 1929apply_death_exp_penalty (object *op)
1827 object *tmp; 1930{
1828 sint64 loss; 1931 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1934
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1936 if (tmp->type == SKILL && tmp->stats.exp)
1834 1937 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1938 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)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1940
1838 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1943 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1944 * tables is a lot harder.
1842 */ 1945 */
1843 if (level_loss < 0) level_loss = 0; 1946 if (level_loss < 0)
1947 level_loss = 0;
1844 1948
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1950
1847 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1952 player_lvl_adj (op, tmp);
1849 } 1953 }
1850 1954
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1955 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)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1957
1958 if (level_loss < 0)
1959 level_loss = 0;
1960
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1962
1856 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1964 player_lvl_adj (op, NULL);
1858} 1965}
1859 1966
1860/* This function takes an object (monster/player, op), and 1967/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1968 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1969 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1970 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1971 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1972 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1973 */
1974int
1867int did_make_save(const object *op, int level, int bonus) 1975did_make_save (const object *op, int level, int bonus)
1868{ 1976{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1977 if (level > MAX_SAVE_LEVEL)
1978 level = MAX_SAVE_LEVEL;
1870 1979
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1980 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1981 return 0;
1982
1983 return 1;
1874} 1984}
1875

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