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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 1.101 by root, Mon Nov 9 18:47:55 2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
373 char message[MAX_BUF]; 287 char message[MAX_BUF];
374 int potion_max=0; 288 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;
381 289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
382 if(op->type==PLAYER) { 297 if (op->type == PLAYER)
298 {
383 if (tmp->type==POTION) { 299 if (tmp->type == POTION)
300 {
384 potion_max=1; 301 potion_max = 1;
302
385 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 304 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
390 307
391 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
393 310
394 /* Do some bounds checking. While I don't think any 311 /* 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 312 * that adjust that stat by more than one point, so we need
397 * to allow for that. 313 * to allow for that.
398 */ 314 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
402 } 324 }
403 if (nstat != ostat) { 325 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 326 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 328 potion_max = 1;
410 } 329 }
411 } 330 }
331
412 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 334 * recalculates this anyway.
415 */ 335 */
416 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
418 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 340 } /* end of potion handling code */
420 } 341 }
421 342
422 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 344 * everything to set
424 */ 345 */
425 if(flag == -1) { 346 if (flag == -1)
347 {
426 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 353 * and not the other move_ fields.
432 */ 354 */
433 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
434 } 356 }
435 357
436 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
439 */ 361 */
440 fix_player(op); 362 op->update_stats ();
441 363
442 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 365 * print out message if this is a bow.
444 */ 366 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
446 success=1; 369 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 374 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1; 375 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 380 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1; 381 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 386 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1; 387 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 389 }
390
465 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 395 * from fly high)
470 */ 396 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
472 success=1; 399 success = 1;
473 400
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
476 */ 403 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
479 } 407 }
480 408
481 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
482 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 412 * in that case, you don't actually land
484 */ 413 */
485 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 416 }
417
489 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 420
492 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 422 check_move_on (op, op);
494 } 423 }
495 424
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 426 * originally undead may change their status
498 */ 427 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 {
501 success=1; 431 success = 1;
502 if(flag>0) { 432 if (flag > 0)
433 {
503 op->race = "undead"; 434 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436 }
505 } else { 437 else
438 {
506 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441 }
442 }
443
444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 {
446 success = 1;
447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 }
449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 {
452 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 }
455
456 /* blinded you can tell if more blinded since blinded player has minimal
457 * vision
458 */
459 if (tmp->flag [FLAG_BLIND])
460 {
461 success = 1;
462 if (flag > 0)
463 {
464 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else
467 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND);
470 if (op->type == PLAYER)
471 op->contr->do_los = 1;
508 } 472 }
509 } 473 }
510 474 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 475 {
512 success=1; 476 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."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 478 else
479 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 482 if (op->type == PLAYER)
531 op->contr->do_los=1; 483 op->contr->do_los = 1;
532 } 484 }
533 } else { 485 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 486 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 487
488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 {
490 success = 1;
491 if (op->type == PLAYER)
492 op->contr->do_los = 1;
493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 }
495
496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 503 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 504 {
538 CLEAR_FLAG(op,FLAG_BLIND); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 506 if (op->type == PLAYER)
540 op->contr->do_los=1; 507 op->contr->do_los = 1;
541 } 508 }
542 } 509 }
543 } 510 else
544 511 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 512 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."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 514 else
515 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 517 if (op->type == PLAYER)
560 op->contr->do_los=1; 518 op->contr->do_los = 1;
561 } 519 }
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 } 520 }
570 }
571 } 521 }
572 522
573 if(tmp->stats.luck) { 523 if (tmp->stats.luck)
524 {
574 success=1; 525 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 } 527 }
577 528
578 if(tmp->stats.hp && op->type==PLAYER) { 529 if (tmp->stats.hp && op->type == PLAYER)
530 {
579 success=1; 531 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!");
582 } 533 }
583 534
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536 {
585 success=1; 537 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 538 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 } 539 }
589 540
590 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 542 if (tmp->stats.grace && op->type == PLAYER)
543 {
592 success=1; 544 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy.");
595 } 546 }
596 547
597 if(tmp->stats.food && op->type==PLAYER) { 548 if (tmp->stats.food && op->type == PLAYER)
549 {
598 success=1; 550 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 551 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 } 552 }
602 553
603 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 555 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 556 {
557 if (i == ATNR_PHYSICAL)
558 continue; /* Don't display about armour */
559
607 if (op->resist[i] != refop.resist[i]) { 560 if (op->resist [i] != prev_resist [i])
561 {
608 success=1; 562 success = 1;
563
609 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 565 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 566 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 568
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 }
571 }
572
573 if (!potion_max)
574 for (int j = 0; j < NUM_STATS; j++)
575 if (int i = tmp->stats.stat (j))
617 } 576 {
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; 577 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 579 }
626 } 580
627 }
628 return success; 581 return success;
629} 582}
630 583
631/* 584/*
632 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 587 */
635 588void
636void drain_stat(object *op) { 589object::drain_stat ()
590{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
638} 592}
639 593
594void
640void drain_specific_stat(object *op, int deplete_stats) { 595object::drain_specific_stat (int deplete_stats)
596{
641 object *tmp; 597 object *tmp;
642 archetype *at; 598 archetype *at;
643 599
644 at = find_archetype(ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
645 if (!at) { 601 if (!at)
602 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 604 return;
605 }
648 } else { 606 else
607 {
649 tmp = present_arch_in_ob(at, op); 608 tmp = present_arch_in_ob (at, this);
609
650 if (!tmp) { 610 if (!tmp)
611 {
651 tmp = arch_to_object(at); 612 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
654 } 615 }
655 } 616 }
656 617
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 620 update_stats ();
660} 621}
661 622
662/* 623/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 625 * via an applied bad_luck object.
665 */ 626 */
666 627void
667void change_luck(object *op, int value) { 628object::change_luck (int value)
668 object *tmp; 629{
669 archetype *at; 630 archetype *at = archetype::find (shstr_luck);
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 631 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 633 else
634 {
676 tmp = present_arch_in_ob(at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
677 if (!tmp) { 637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
678 if (!value) 647 if (value)
679 return; 648 {
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 649 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 651 * in op itself).
688 */ 652 */
689 new_luck = tmp->stats.luck+value; 653 int new_luck = tmp->stats.luck + value;
654
690 if (new_luck >= -100 && new_luck <= 100) { 655 if (new_luck >= -100 && new_luck <= 100)
656 {
691 op->stats.luck+=value; 657 stats.luck += value;
692 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
659 }
693 } 660 }
694 } else { 661 else
662 {
695 if (!tmp->stats.luck) { 663 if (!tmp->stats.luck)
696 return; 664 return;
697 } 665
698 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
700 */ 668 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
702 int diff = tmp->stats.luck>0?-1:1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
703 op->stats.luck += diff; 673 stats.luck += diff;
704 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
675 }
705 } 676 }
706 }
707 } 677 }
708} 678}
709 679
710/* 680/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 682 */
713 683void
714void remove_statbonus(object *op) { 684object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 685{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 686 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 687 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 688 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 689 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 690 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 691 }
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} 692}
730 693
731/* 694/*
732 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 696 */
734 697void
735void add_statbonus(object *op) { 698object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 699{
737 op->stats.Dex += op->arch->clone.stats.Dex; 700 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 701 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 702 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 703 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 704 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
751 747
752/* 748/*
753 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
758 */ 754 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
761 */ 757 */
762 758void
763void fix_player(object *op) { 759object::update_stats ()
764 int i,j; 760{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 762 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
770 768
771 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
773 for(i=0;i<NUM_STATS;i++) { 772 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
775 } 774
776 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 776 contr->encumbrance = 0;
778 777
779 op->attacktype=0; 778 attacktype = 0;
779
780 op->contr->digestion = 0; 780 contr->digestion = 0;
781 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 785 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 } 786 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
798 op->slaying = 0; 791 slaying = 0;
799 792
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 797 }
804 798
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 801 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);
816 802
817 op->path_attuned=op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
822 op->chosen_skill = NULL; 814 chosen_skill = 0;
823 815
824 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
825 * archetype clone 817 * archetype clone
826 */ 818 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
828 820
829 for (i=0;i<NROFATTACKS;i++) { 821 for (int i = 0; i < NROFATTACKS; i++)
822 {
830 if (op->resist[i] > 0) 823 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 824 prot[i] = resist[i], vuln[i] = 0;
832 else 825 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
834 potion_resist[i]=0; 828 potion_resist[i] = 0;
835 } 829 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 830
831 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam;
833
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 839 * that their protection from physical goes down
846 */ 840 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 842 {
843 ac = max (-10, arch->stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 845 }
851 else 846 else
852 ac=op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
853 848
854 op->stats.luck=op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
855 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
856 851
857 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
859 */ 854 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 855 for (tmp = inv; tmp; tmp = tmp->below)
862 /* See note in map.c:update_position about making this additive 856 {
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 857 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 858 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 859 * then calls this function.
870 */ 860 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 862 continue;
873 }
874 863
864 glow_radius += tmp->glow_radius;
865
875 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 867 if (tmp->type == SKILL)
868 {
877 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 870 if (IS_MANA_SKILL (tmp->subtype))
871 {
879 if (!mana_obj) mana_obj=tmp; 872 if (!mana_obj)
873 mana_obj = tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp; 874 else if (tmp->level > mana_obj->level)
875 mana_obj = tmp;
881 } 876 }
877
882 if (IS_GRACE_SKILL(tmp->subtype)) { 878 if (IS_GRACE_SKILL (tmp->subtype))
879 {
883 if (!grace_obj) grace_obj=tmp; 880 if (!grace_obj)
881 grace_obj = tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp; 882 else if (tmp->level > grace_obj->level)
883 grace_obj = tmp;
885 } 884 }
886 } 885 }
887 886
888 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments. 888 * objects need to make adjustments.
890 * This block should handle all player specific changes 889 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 890 * 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. 891 * 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, 892 * 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 893 * because the skill shouldn't count against body positions being used
895 * up, etc. 894 * up, etc.
896 */ 895 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 896 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
900 && tmp->subtype == SK_PRAYING))
901 {
902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
899 if(op->type==PLAYER) { 909 && !tmp->flag [FLAG_CURSED]
900 if (tmp->type == BOW) 910 && !tmp->flag [FLAG_DAMNED])
901 op->contr->ranges[range_bow] = tmp; 911 continue;
902 912
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++) 913 for (int i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
908 915
909 /* these are the items that currently can change digestion, regeneration, 916 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 */ 917 {
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; 918 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
923 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 } 924 }
928 } /* if this is a player */ 925 } /* if this is a player */
929 926 else
930 /* Update slots used for items */ 927 {
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 928 if (tmp->type == WEAPON)
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 929 current_weapon = tmp;
933 op->body_used[i] += tmp->body_info[i];
934 } 930 }
935 931
932 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
936
936 if(tmp->type==SYMPTOM) { 937 if (tmp->type == SYMPTOM)
938 speed_reduce_from_disease =
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 939 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 }
940 940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 945 */
946 if (tmp->type != POTION) { 946 if (tmp->type != POTION)
947 {
947 for (i=0; i<NROFATTACKS; i++) { 948 for (int i = 0; i < NROFATTACKS; i++)
949 {
948 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
950 */ 952 */
951 if (tmp->type==POTION_EFFECT) { 953 if (tmp->type == POTION_EFFECT)
954 {
952 if (potion_resist[i]) 955 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
954 else 957 else
955 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
956 } 959 }
957 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 962 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 964 }
962 } 965 }
963 966
964 /* There may be other things that should not adjust the attacktype */ 967 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 968 if (tmp->type != SYMPTOM)
969 {
966 op->attacktype|=tmp->attacktype; 970 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 971 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 972 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 973 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 974 move_type |= tmp->move_type;
973 975 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 } 976 }
989 977
990 if(tmp->stats.exp && tmp->type!=SKILL) { 978 flag |= tmp->flag & copy_flags;
991 if(tmp->stats.exp > 0) { 979
992 added_speed+=(float)tmp->stats.exp/3.0; 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 981 SET_FLAG (this, FLAG_UNDEAD);
994 } else 982
995 added_speed+=(float)tmp->stats.exp; 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
984 {
985 SET_FLAG (this, FLAG_MAKE_INVIS);
986 invisible = 1;
996 } 987 }
997 988
989 if (tmp->stats.exp && tmp->type != SKILL)
990 {
991 if (tmp->stats.exp > 0)
992 {
993 added_speed += tmp->stats.exp / 3.f;
994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
995 }
996 else
997 added_speed += tmp->stats.exp;
998 }
999
998 switch(tmp->type) { 1000 switch (tmp->type)
1001 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
999 /* skills modifying the character -b.t. */ 1011 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 1012 /* for all skills and skill granting objects */
1001 case SKILL: 1013 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1016 break;
1003 1017
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) { 1018 if (chosen_skill)
1019 {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1008 } 1026 }
1027 else
1009 op->chosen_skill = tmp; 1028 chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1029
1030 if (tmp->stats.dam > 0)
1031 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1033 weapon_speed = WEAPON_SPEED (tmp);
1034
1035 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1036 weapon_speed = 0;
1037
1014 weapon_weight=tmp->weight; 1038 weapon_weight = tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040
1041 if (tmp->magic)
1016 if(tmp->magic) op->stats.dam += tmp->magic; 1042 stats.dam += tmp->magic;
1017 } 1043 }
1044
1018 if(tmp->stats.wc) 1045 if (tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic); 1046 wc -= tmp->stats.wc + tmp->magic;
1020 1047
1021 if (tmp->slaying!=NULL) 1048 if (tmp->slaying)
1022 op->slaying = tmp->slaying; 1049 slaying = tmp->slaying;
1023 1050
1024 if(tmp->stats.ac) 1051 if (tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic); 1052 ac -= tmp->stats.ac + tmp->magic;
1053
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1028 if (op->type == PLAYER) 1056 }
1029 op->contr->ranges[range_skill] = op; 1057
1030 break; 1058 break;
1031 1059
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: 1060 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000; 1062 contr->encumbrance += (int) tmp->weight / 2000;
1044 case RING: 1063 case RING:
1045 case AMULET: 1064 case AMULET:
1046 case GIRDLE: 1065 case GIRDLE:
1047 case HELMET: 1066 case HELMET:
1048 case BOOTS: 1067 case BOOTS:
1049 case GLOVES: 1068 case GLOVES:
1050 case CLOAK: 1069 case CLOAK:
1051 if(tmp->stats.wc) 1070 if (tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic); 1071 wc -= tmp->stats.wc + tmp->magic;
1072
1053 if(tmp->stats.dam) 1073 if (tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1075
1055 if(tmp->stats.ac) 1076 if (tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic); 1077 ac -= tmp->stats.ac + tmp->magic;
1078
1057 break; 1079 break;
1058 1080
1081 case BOW:
1059 case WEAPON: 1082 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1060 wc-=(tmp->stats.wc+tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1086
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1062 ac-=tmp->stats.ac+tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1089
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1090 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight=tmp->weight; 1091 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093
1066 if(weapon_speed<0) weapon_speed=0; 1094 if (weapon_speed < 0)
1095 weapon_speed = 0;
1096
1067 op->slaying = tmp->slaying; 1097 slaying = tmp->slaying;
1098
1068 /* If there is desire that two handed weapons should do 1099 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1100 * extra strength damage, this is where the code should
1070 * go. 1101 * go.
1071 */ 1102 */
1072 op->current_weapon = tmp; 1103
1104 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1105 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; 1106 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 } 1107 }
1090 if(tmp->stats.ac) { 1108
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; 1109 break;
1110
1111 case ARMOUR: /* Only the best of these three are used: */
1112 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1113 contr->encumbrance += tmp->weight / 1000;
1114
1115 case BRACERS:
1116 case FORCE:
1117 if (tmp->stats.wc)
1118 {
1119 if (best_wc < tmp->stats.wc + tmp->magic)
1120 {
1121 wc += best_wc;
1122 best_wc = tmp->stats.wc + tmp->magic;
1123 }
1124 else
1125 wc += tmp->stats.wc + tmp->magic;
1126 }
1127
1128 if (tmp->stats.ac)
1129 {
1130 if (best_ac < tmp->stats.ac + tmp->magic)
1131 {
1132 ac += best_ac; /* Remove last bonus */
1133 best_ac = tmp->stats.ac + tmp->magic;
1134 }
1135 else /* To nullify the below effect */
1136 ac += tmp->stats.ac + tmp->magic;
1137 }
1138
1139 if (tmp->stats.wc)
1140 wc -= tmp->stats.wc + tmp->magic;
1141
1142 if (tmp->stats.ac)
1143 ac -= tmp->stats.ac + tmp->magic;
1144
1145 if (ARMOUR_SPEED (tmp))
1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147
1148 break;
1103 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1104 } /* item is equipped */ 1150 } /* item is equipped */
1105 } /* for loop of items */ 1151 } /* for loop of items */
1106 1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154
1107 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* 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. 1156 * have generated intermediate values which we now need to assign.
1157 */
1158
1159 /* 'total resistance = total protections - total vulnerabilities'.
1160 * If there is an uncursed potion in effect, granting more protection
1161 * than that, we take: 'total resistance = resistance from potion'.
1162 * If there is a cursed (and no uncursed) potion in effect, we take
1163 * 'total resistance = vulnerability from cursed potion'.
1164 */
1165 for (int i = 0; i < NROFATTACKS; i++)
1166 {
1167 resist[i] = prot[i] - vuln[i];
1168
1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level;
1183
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1109 */ 1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 if (speed < 0.04f && type == PLAYER)
1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1366
1367 if (type == PLAYER)
1368 {
1369 /* (This formula was made by vidarl@ifi.uio.no)
1370 * Note that we never used these values again - basically
1371 * all of these could be subbed into one big equation, but
1372 * that would just be a real pain to read.
1373 */
1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1375 float M2 = max_carry[stats.Str] / 100.f;
1376 float W = weapon_weight / 20000.f;
1377 float s = (20 - weapon_speed) / 10.f;
1378 float D = (stats.Dex - 14) / 14.f;
1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1380
1381 K *= (4 + level) * 1.2f / (6 + level);
1382
1383 if (K <= 0.01f)
1384 K = 0.01f;
1385
1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1387 }
1388
1389 /* I want to limit the power of small monsters with big weapons: */
1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1391 stats.dam = arch->stats.dam * 3;
1392
1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1395
1396 /* if for some reason the creature doesn't have any move type,
1397 * give them walking as a default.
1398 * The second case is a special case - to more closely mimic the
1399 * old behaviour - if your flying, your not walking - just
1400 * one or the other.
1401 */
1402 if (move_type == 0)
1403 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK;
1406
1407 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now.
1409 */
1410 if (is_player ())
1411 contr->update_spells ();
1412
1413 // update the mapspace, if we are on a map
1414 if (!flag [FLAG_REMOVED] && map)
1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1110 1422
1111 /* 'total resistance = total protections - total vulnerabilities'. 1423 if (is_on_map ())
1112 * If there is an uncursed potion in effect, granting more protection 1424 update_all_los (map, x, y);
1113 * than that, we take: 'total resistance = resistance from potion'. 1425 else if (object *env = outer_env ())
1114 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'.
1116 */
1117 for (i=0; i<NROFATTACKS; i++) {
1118 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i];
1122 } 1426 {
1123 1427 env->update_stats ();
1124 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level;
1127 1428
1128 check_stat_bounds(&(op->stats)); 1429 if (env->is_on_map ())
1129 pl_level=op->level; 1430 update_all_los (env->map, env->x, env->y);
1130
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132
1133 /* 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.
1135 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) {
1139 if (con_bonus[op->stats.Con]>0)
1140 j++;
1141 else
1142 j--;
1143 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145 }
1146
1147 for(i=11;i<=op->level;i++)
1148 op->stats.maxhp+=2;
1149
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 */
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;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167 float stmp;
1168
1169 /* Got some extra bonus at first level */
1170 if(i<2) {
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else {
1174 stmp=(float)op->contr->levsp[i]
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 }
1181 op->stats.maxsp=(int)sp_tmp;
1182
1183 for(i=11;i<=mana_obj->level;i++)
1184 op->stats.maxsp+=2;
1185 }
1186 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2)
1188 op->stats.sp=op->stats.maxsp*2;
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 {
1196 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful.
1200 */
1201 sp_tmp=0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
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 }
1214 if (grace_tmp<1.0) grace_tmp=1.0;
1215 sp_tmp+=grace_tmp;
1216 }
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 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 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]);
1255
1256 op->stats.dam+=dam_bonus[op->stats.Str];
1257
1258 if(op->stats.dam<1)
1259 op->stats.dam=1;
1260
1261 op->speed=1.0+speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1;
1264 if (op->attacktype==0)
1265 op->attacktype=op->arch->clone.attacktype;
1266
1267 } /* End if player */
1268
1269 if(added_speed>=0)
1270 op->speed+=added_speed/10.0;
1271 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed);
1273
1274 /* Max is determined by armour */
1275 if(op->speed>max)
1276 op->speed=max;
1277
1278 if(op->type == PLAYER) {
1279 /* 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
1281 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is
1283 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str];
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 } 1431 }
1287
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289
1290 /* 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.
1292 */
1293 op->speed = op->speed * speed_reduce_from_disease;
1294
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296
1297 if(op->type == PLAYER) {
1298 float M,W,s,D,K,S,M2;
1299
1300 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read.
1304 */
1305 M=(max_carry[op->stats.Str]-121)/121.0;
1306 M2=max_carry[op->stats.Str]/100.0;
1307 W=weapon_weight/20000.0;
1308 s=2-weapon_speed/10.0;
1309 D=(op->stats.Dex-14)/14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2;
1312 if(K<=0) K=0.01;
1313 S=op->speed/(K*s);
1314 op->contr->weapon_sp=S;
1315 }
1316 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&&
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits,
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
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,
1334 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just
1337 * one or the other.
1338 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now.
1346 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr);
1348} 1432}
1349 1433
1350/* 1434/*
1351 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1437 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1438 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1439 * false otherwise.
1356 */ 1440 */
1357 1441int
1358int allowed_class(const object *op) { 1442allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1443{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1444 return op->stats.Dex > 0
1445 && op->stats.Str > 0
1446 && op->stats.Con > 0
1447 && op->stats.Int > 0
1448 && op->stats.Wis > 0
1449 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1450 && op->stats.Cha > 0;
1362} 1451}
1363 1452
1364/* 1453/*
1365 * set the new dragon name after gaining levels or 1454 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1455 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1456 * eventually change the player's face and animation)
1368 * 1457 */
1369 * Note that the title is written to 'own_title' in the 1458void
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) { 1459set_dragon_name (object *pl, const object *abil, const object *skin)
1460{
1375 int atnr=-1; /* attacknumber of highest level */ 1461 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1462 int level = 0; /* highest level */
1377 int i; 1463 int i;
1378 1464
1379 /* Perhaps do something more clever? */ 1465 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1466 if (!abil || !skin)
1381 1467 return;
1468
1382 /* first, look for the highest level */ 1469 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1470 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1471 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1472 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1473 {
1386 level = abil->resist[i]; 1474 level = abil->resist[i];
1387 atnr = i; 1475 atnr = i;
1388 } 1476 }
1389 } 1477 }
1390 1478
1391 /* now if there are equals at highest level, pick the one with focus, 1479 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1480 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1481 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; 1482 atnr = abil->stats.exp;
1396 1483
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1484 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1485 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]); 1486 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]); 1487 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]); 1488 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1489 else
1490 {
1410 /* special titles for extra high resistance! */ 1491 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1492 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]); 1493 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]); 1494 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1495 }
1419 1496
1420 strcpy(pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1421} 1498}
1422 1499
1423/* 1500/*
1424 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1503 * or change the ability-focus.
1427 */ 1504 */
1505static void
1428void dragon_level_gain(object *who) { 1506dragon_level_gain (object *who)
1507{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1508 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1509 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1512
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1515 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1517 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1519 skin = tmp;
1441 } 1520
1442 }
1443 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1522 if (abil == NULL)
1445 1523 return;
1524
1446 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1526 * New abilties can only be gained by surpassing this max level
1448 */ 1527 */
1449 if (who->level > abil->level) { 1528 if (who->level > abil->level)
1529 {
1450 /* increase our focused ability */ 1530 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1531 abil->resist[abil->stats.exp]++;
1452
1453 1532
1533
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1534 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1535 {
1455 /* time to hand out a new ability-gift */ 1536 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1537 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1538 }
1459 1539
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1540 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1541 {
1461 /* apply new ability focus */ 1542 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1543 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1544 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1545
1466 abil->stats.exp = abil->last_eat; 1546 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1547 abil->last_eat = 0;
1468 } 1548 }
1469 1549
1470 abil->level = who->level; 1550 abil->level = who->level;
1471 } 1551 }
1472 1552
1473 /* last but not least, set the new title for the dragon */ 1553 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1554 set_dragon_name (who, abil, skin);
1475} 1555}
1476 1556
1477/* Handy function - given the skill name skill_name, we find the skill 1557/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1558 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1559 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1560 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1561 * want to do something with it immediately.
1482 */ 1562 */
1563object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1564give_skill_by_name (object *op, const char *skill_name)
1484{ 1565{
1485 object *skill_obj; 1566 object *skill_obj;
1486 1567
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1569 if (!skill_obj)
1570 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1572 return NULL;
1491 } 1573 }
1574
1492 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1576 * still doesn't know it.
1494 */ 1577 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1580 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1581 op->insert (skill_obj);
1499 if (op->contr) { 1582
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1583 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1584 pl->link_skills ();
1502 } 1585
1503 return skill_obj; 1586 return skill_obj;
1504} 1587}
1505
1506 1588
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1592 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1593 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1594 * (eg, skill)
1513 */ 1595 */
1596void
1514void player_lvl_adj(object *who, object *op) { 1597player_lvl_adj (object *who, object *op)
1598{
1515 char buf[MAX_BUF]; 1599 char buf[MAX_BUF];
1516 1600 bool changed = false;
1601
1517 if(!op) /* when rolling stats */ 1602 if (!op) /* when rolling stats */
1518 op = who; 1603 op = who;
1519 1604
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1605 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1606 {
1607 changed = true;
1608
1521 op->level++; 1609 op->level++;
1522 1610
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1611 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1612 dragon_level_gain (who);
1525 1613
1526 /* Only roll these if it is the player (who) that gained the level */ 1614 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1615 if (op == who && (who->level < 11) && who->type == PLAYER)
1616 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1617 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); 1618 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; 1619 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1620 }
1621
1622 if (op->level > 1)
1531 } 1623 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1624 if (op->type != PLAYER)
1625 {
1626 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1628 }
1537 else 1629 else
1630 {
1631 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1633 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1634
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1635 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); 1636 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1637 }
1638 }
1639
1640 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 {
1642 changed = true;
1643
1644 op->level--;
1645
1646 if (op->type != PLAYER)
1548 } 1647 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1648 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1650 }
1550 } 1651 }
1551 /* check if the spell data has changed */ 1652
1552 esrv_update_spells(who->contr); 1653 if (changed)
1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1553} 1655}
1554 1656
1555/* 1657/*
1556 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1558 */ 1660 */
1559 1661
1662sint64
1560sint64 level_exp(int level,double expmul) { 1663level_exp (int level, double expmul)
1664{
1561 if (level > settings.max_level) 1665 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1666 return (sint64) (expmul * levels[settings.max_level]);
1667
1563 return (sint64) (expmul * levels[level]); 1668 return (sint64) (expmul * levels[level]);
1564} 1669}
1565 1670
1566/* 1671/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1672 * 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 1673 * 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 1674 * 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, 1675 * 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. 1676 * this can now work on a much larger set of objects.
1572 */ 1677 */
1678void
1573void calc_perm_exp(object *op) 1679calc_perm_exp (object *op)
1574{ 1680{
1575 int p_exp_min; 1681 int p_exp_min;
1576 1682
1577 /* Ensure that our permanent experience minimum is met. 1683 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1684 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1685 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1686 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1687
1582 if (op->perm_exp < p_exp_min) 1688 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1689 op->perm_exp = p_exp_min;
1584 1690
1585 /* Cap permanent experience. */ 1691 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1692 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1693 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1694 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1695 op->perm_exp = MAX_EXPERIENCE;
1590} 1696}
1591
1592 1697
1593/* Add experience to a player - exp should only be positive. 1698/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1699 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1700 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1701 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1702 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1703 * flag is what to do if the player doesn't have the skill:
1599 */ 1704 */
1600 1705static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1707{
1603 object *skill_obj = NULL; 1708 object *skill_obj;
1604 sint64 limit, exp_to_add; 1709 sint64 limit, exp_to_add;
1605 int i; 1710 int i;
1606 1711
1607 /* prevents some forms of abuse. */ 1712 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1713 if (op->contr->braced)
1609 exp = exp / 5; 1714 exp /= 5;
1610 1715
1611 /* Try to find the matching skill. 1716 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1717 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1718 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1719 * the players inventory.
1615 */ 1720 */
1721 skill_obj = 0;
1722
1616 if (skill_name) 1723 if (skill_name)
1617 { 1724 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1725 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 1726
1631 /* Player doesn't have the skill. Check to see what to do, and give 1727 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1728 * it to the player if necessary
1633 */ 1729 */
1634 if (!skill_obj) 1730 if (!skill_obj)
1635 { 1731 {
1636 if (flag == SK_EXP_NONE) 1732 if (flag == SK_EXP_NONE)
1637 return; 1733 return;
1734
1638 else if (flag == SK_EXP_ADD_SKILL) 1735 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1736 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1737 }
1642 } 1738 }
1643 1739
1644 if (flag != SK_EXP_SKILL_ONLY) 1740 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1741 {
1649 exp_to_add = exp; 1745 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1746 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1747 if (exp_to_add > limit)
1652 exp_to_add = limit; 1748 exp_to_add = limit;
1653 1749
1654 ADD_EXP (op->stats.exp, 1750 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) 1751 if (settings.permanent_exp_ratio)
1658 { 1752 {
1659 ADD_EXP (op->perm_exp, 1753 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); 1754 calc_perm_exp (op);
1663 } 1755 }
1664 1756
1665 player_lvl_adj (op, NULL); 1757 player_lvl_adj (op, NULL);
1666 } 1758 }
1673 exp_to_add = limit; 1765 exp_to_add = limit;
1674 1766
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1767 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1677 { 1769 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1770 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1771 calc_perm_exp (skill_obj);
1681 } 1772 }
1682 1773
1683 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1684 } 1775 }
1685} 1776}
1686 1777
1687/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1694 */ 1785 */
1786static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1696{ 1788{
1697 sint64 del_exp; 1789 sint64 del_exp;
1698 1790
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1791 if (exp > op->stats.exp)
1792 exp = op->stats.exp;
1793
1700 if (settings.permanent_exp_ratio) { 1794 if (settings.permanent_exp_ratio)
1795 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1797
1798 if (del_exp < 0)
1799 del_exp = 0;
1800
1703 if (exp > del_exp) exp=del_exp; 1801 if (exp > del_exp)
1802 exp = del_exp;
1704 } 1803 }
1804
1705 return exp; 1805 return exp;
1706} 1806}
1707 1807
1808sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1709{ 1810{
1811 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1812 return check_exp_loss (op, exp);
1813 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1815}
1713
1714 1816
1715/* Subtracts experience from player. 1817/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1820 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1824 * 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. 1825 * 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 1826 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1827 * a postive number.
1726 */ 1828 */
1829static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1830subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1831{
1729 float fraction = (float) exp/(float) op->stats.exp; 1832 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1833 object *tmp;
1731 sint64 del_exp; 1834 sint64 del_exp;
1732 1835
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1836 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1837 if (tmp->type == SKILL && tmp->stats.exp)
1838 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1840 {
1736 del_exp = check_exp_loss(tmp, exp); 1841 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1843 player_lvl_adj (op, tmp);
1844 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1845 else if (flag != SK_SUBTRACT_SKILL_EXP)
1846 {
1740 /* only want to process other skills if we are not trying 1847 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1848 * to match a specific skill.
1742 */ 1849 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1850 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1851 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1852 player_lvl_adj (op, tmp);
1746 } 1853 }
1747 } 1854 }
1855
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1856 if (flag != SK_SUBTRACT_SKILL_EXP)
1857 {
1749 del_exp = check_exp_loss(op, exp); 1858 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1859 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1860 player_lvl_adj (op, NULL);
1752 } 1861 }
1753} 1862}
1754
1755
1756 1863
1757/* change_exp() - changes experience to a player/monster. This 1864/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1865 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1866 *
1760 * The exp passed is typically not modified much by this function - 1867 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1868 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1869 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1870 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1871 * these last two values are only used for players.
1765 */ 1872 */
1766 1873void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1874change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1875{
1769#ifdef EXP_DEBUG 1876#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); 1877 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1878#endif
1775#endif
1776 1879
1777 /* safety */ 1880 /* safety */
1778 if(!op) { 1881 if (!op)
1882 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1883 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1884 return;
1781 } 1885 }
1782 1886
1783 /* if no change in exp, just return - most of the below code 1887 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1888 * won't do anything if the value is 0 anyways.
1785 */ 1889 */
1786 if (exp == 0) return; 1890 if (exp == 0)
1891 return;
1787 1892
1788 /* Monsters are easy - we just adjust their exp - we 1893 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1894 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1895 * the exp they have - the monsters exp represents what its
1791 * worth. 1896 * worth.
1792 */ 1897 */
1793 if(op->type != PLAYER) { 1898 if (op->type != PLAYER)
1899 {
1794 /* Sanity check */ 1900 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1901 if (!QUERY_FLAG (op, FLAG_ALIVE))
1902 return;
1796 1903
1797 /* reset exp to max allowed value. We subtract from 1904 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1905 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1906 * more than max exp, just return.
1907 */
1908 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1909 {
1910 exp = MAX_EXPERIENCE - op->stats.exp;
1911 if (exp < 0)
1912 return;
1913 }
1914
1915 op->stats.exp += exp;
1916 }
1917 else
1918 { /* Players only */
1919 if (exp > 0)
1920 add_player_exp (op, exp, skill_name, flag);
1921 else
1922 /* note that when you lose exp, it doesn't go against
1923 * a particular skill, so we don't need to pass that
1924 * along.
1800 */ 1925 */
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); 1926 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1927 }
1819} 1928}
1820 1929
1821/* Applies a death penalty experience, the size of this is defined by the 1930/* 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 1931 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1933 */
1825 1934void
1826void apply_death_exp_penalty(object *op) { 1935apply_death_exp_penalty (object *op)
1827 object *tmp; 1936{
1828 sint64 loss; 1937 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1940
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1942 if (tmp->type == SKILL && tmp->stats.exp)
1834 1943 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1944 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)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1946
1838 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1950 * tables is a lot harder.
1842 */ 1951 */
1843 if (level_loss < 0) level_loss = 0; 1952 if (level_loss < 0)
1953 level_loss = 0;
1844 1954
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1956
1847 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1958 player_lvl_adj (op, tmp);
1849 } 1959 }
1850 1960
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1961 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)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1963
1964 if (level_loss < 0)
1965 level_loss = 0;
1966
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1968
1856 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1970 player_lvl_adj (op, NULL);
1858} 1971}
1859 1972
1860/* This function takes an object (monster/player, op), and 1973/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1974 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1975 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1976 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1977 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1978 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1979 */
1980int
1867int did_make_save(const object *op, int level, int bonus) 1981did_make_save (const object *op, int level, int bonus)
1868{ 1982{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1983 if (level > MAX_SAVE_LEVEL)
1984 level = MAX_SAVE_LEVEL;
1870 1985
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1986 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1987 return 0;
1988
1989 return 1;
1874} 1990}
1875

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