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Comparing deliantra/server/common/living.C (file contents):
Revision 1.17 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 194 "You're feeling clumsy!",
194 "You feel less healthy", 195 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
196 "Your face gets distorted!", 199 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 200};
200const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 202 "You feel your strength return.",
202 "You feel your agility return.", 203 "You feel your agility return.",
203 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
204 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
205 "You feel your charisma return.", 208 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 209};
209const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 211 "You feel stronger.",
211 "You feel more agile.", 212 "You feel more agile.",
212 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
213 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
214 "You seem to look better.", 217 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 218};
218const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 220 "You feel weaker!",
220 "You feel clumsy!", 221 "You feel clumsy!",
221 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
222 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
223 "You look ugly!", 226 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 227};
227 228
228const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 231};
231 232
232const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 235};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 236
270/* 237/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274
275void 241void
276change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
277{ 243{
278 if (value == 0) 244 stats->stat (attr) += value;
279 return; 245}
280 switch (attr) 246
281 { 247sint8 &
282 case STR: 248living::stat (int index)
283 stats->Str += value; 249{
284 break; 250 switch (index)
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 } 251 {
306} 252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
307 260
308/* 261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
309 * returns the specified stat. See also set_attr_value(). 262 static sint8 dummy;
310 */ 263 return dummy;
264}
311 265
312sint8 266sint8
313get_attr_value (const living * stats, int attr) 267living::stat (int index) const
314{ 268{
315 switch (attr) 269 switch (index)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 } 270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
332 return 0; 282 return dummy;
333} 283}
334 284
335/* 285/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 287 * 1-30 stat limit.
338 */ 288 */
339
340void 289void
341check_stat_bounds (living * stats) 290check_stat_bounds (living *stats)
342{ 291{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 292 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 293 {
347 set_attr_value (stats, i, MAX_STAT); 294 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 295 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 296 }
350} 297}
351 298
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 299#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 300
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 310/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 311 * the object.
365 * It is the calling functions responsibilty to check to see if the object 312 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 313 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 314 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 315 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 316 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 317 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 318 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 319 * that gives them that ability.
373 */ 320 */
378 char message[MAX_BUF]; 325 char message[MAX_BUF];
379 int potion_max = 0; 326 int potion_max = 0;
380 327
381 /* remember what object was like before it was changed. note that 328 /* remember what object was like before it was changed. note that
382 * refop is a local copy of op only to be used for detecting changes 329 * refop is a local copy of op only to be used for detecting changes
383 * found by fix_player. refop is not a real object 330 * found by update_stats. refop is not a real object
384 */ 331 */
385 object_pod refop = *op; 332 object_copy refop = *op;
386 333
387 if (op->type == PLAYER) 334 if (op->type == PLAYER)
388 { 335 {
389 if (tmp->type == POTION) 336 if (tmp->type == POTION)
390 { 337 {
391 potion_max = 1; 338 potion_max = 1;
392 for (j = 0; j < NUM_STATS; j++) 339 for (j = 0; j < NUM_STATS; j++)
393 { 340 {
394 int nstat, ostat; 341 int nstat, ostat;
395 342
396 ostat = get_attr_value (&(op->contr->orig_stats), j); 343 ostat = op->contr->orig_stats.stat (j);
397 i = get_attr_value (&(tmp->stats), j); 344 i = tmp->stats.stat (j);
398 345
399 /* nstat is what the stat will be after use of the potion */ 346 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 347 nstat = flag * i + ostat;
401 348
402 /* Do some bounds checking. While I don't think any 349 /* Do some bounds checking. While I don't think any
404 * that adjust that stat by more than one point, so we need 351 * that adjust that stat by more than one point, so we need
405 * to allow for that. 352 * to allow for that.
406 */ 353 */
407 if (nstat < 1 && i * flag < 0) 354 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 355 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 356 else if (nstat > 20 + op->arch->clone.stats.stat (j))
410 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 357 nstat = 20 + op->arch->clone.stats.stat (j);
412 } 358
413 if (nstat != ostat) 359 if (nstat != ostat)
414 { 360 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 361 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 362 potion_max = 0;
417 } 363 }
418 else if (i) 364 else if (i)
419 { 365 {
420 /* potion is useless - player has already hit the natural maximum */ 366 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 367 potion_max = 1;
422 } 368 }
423 } 369 }
370
424 /* This section of code ups the characters normal stats also. I am not 371 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 372 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 373 * recalculates this anyway.
427 */ 374 */
428 for (j = 0; j < NUM_STATS; j++) 375 for (j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377
430 check_stat_bounds (&(op->stats)); 378 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 379 } /* end of potion handling code */
432 } 380 }
433 381
434 /* reset attributes that fix_player doesn't reset since it doesn't search 382 /* reset attributes that fix_player doesn't reset since it doesn't search
435 * everything to set 383 * everything to set
436 */ 384 */
437 if (flag == -1) 385 if (flag == -1)
438 { 386 {
439 op->attacktype &= ~tmp->attacktype; 387 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 388 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 389 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 390 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 391 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 392 * and not the other move_ fields.
445 */ 393 */
446 op->move_type &= ~tmp->move_type; 394 op->move_type &= ~tmp->move_type;
447 } 395 }
448 396
449 /* call fix_player since op object could have whatever attribute due 397 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 398 * to multiple items. if fix_player always has to be called after
451 * change_ability then might as well call it from here 399 * change_ability then might as well call it from here
452 */ 400 */
453 fix_player (op); 401 op->update_stats ();
454 402
455 /* Fix player won't add the bows ability to the player, so don't 403 /* Fix player won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 404 * print out message if this is a bow.
457 */ 405 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 407 {
460 success = 1; 408 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 409 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 410 }
411
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 412 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 413 {
465 success = 1; 414 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 415 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 416 }
417
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 418 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 419 {
470 success = 1; 420 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 421 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 422 }
423
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 424 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 425 {
475 success = 1; 426 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 427 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 428 }
429
478 /* movement type has changed. We don't care about cases where 430 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 431 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 432 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 433 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 434 * from fly high)
499 * in that case, you don't actually land 451 * in that case, you don't actually land
500 */ 452 */
501 DIFF_MSG (flag, "You soar into the air air!.", 453 DIFF_MSG (flag, "You soar into the air air!.",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 455 }
456
504 if (tmp->move_type & MOVE_SWIM) 457 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 459
507 /* Changing move status may mean you are affected by things you weren't before */ 460 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 461 check_move_on (op, op);
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 484 {
532 success = 1; 485 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 486 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 487 }
488
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 489 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 490 {
537 success = 1; 491 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 492 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 493 }
494
540 /* blinded you can tell if more blinded since blinded player has minimal 495 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 496 * vision
542 */ 497 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 498 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 499 {
651 606
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 607 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 608 }
654 } 609 }
655 610
656 if (tmp->type != EXPERIENCE && !potion_max) 611 if (!potion_max)
657 { 612 {
658 for (j = 0; j < NUM_STATS; j++) 613 for (j = 0; j < NUM_STATS; j++)
659 { 614 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 615 if ((i = tmp->stats.stat (j)))
661 { 616 {
662 success = 1; 617 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 619 }
665 } 620 }
666 } 621 }
622
667 return success; 623 return success;
668} 624}
669 625
670/* 626/*
671 * Stat draining by Vick 930307 627 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 628 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 629 */
674
675void 630void
676drain_stat (object *op) 631object::drain_stat ()
677{ 632{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 633 drain_specific_stat (rndm (NUM_STATS));
679} 634}
680 635
681void 636void
682drain_specific_stat (object *op, int deplete_stats) 637object::drain_specific_stat (int deplete_stats)
683{ 638{
684 object *tmp; 639 object *tmp;
685 archetype *at; 640 archetype *at;
686 641
687 at = archetype::find (ARCH_DEPLETION); 642 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 645 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 646 return;
692 } 647 }
693 else 648 else
694 { 649 {
695 tmp = present_arch_in_ob (at, op); 650 tmp = present_arch_in_ob (at, this);
651
696 if (!tmp) 652 if (!tmp)
697 { 653 {
698 tmp = arch_to_object (at); 654 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 655 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 656 SET_FLAG (tmp, FLAG_APPLIED);
701 } 657 }
702 } 658 }
703 659
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 660 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 661 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 662 update_stats ();
707} 663}
708 664
709/* 665/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 666 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 667 * via an applied bad_luck object.
712 */ 668 */
713
714void 669void
715change_luck (object *op, int value) 670object::change_luck (int value)
716{ 671{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 672 archetype *at = archetype::find ("luck");
722 if (!at) 673 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 674 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 675 else
725 { 676 {
726 tmp = present_arch_in_ob (at, op); 677 object *tmp = present_arch_in_ob (at, this);
678
727 if (!tmp) 679 if (!tmp)
728 { 680 {
729 if (!value) 681 if (!value)
730 return; 682 return;
683
731 tmp = arch_to_object (at); 684 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 685 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 686 SET_FLAG (tmp, FLAG_APPLIED);
734 } 687 }
688
735 if (value) 689 if (value)
736 { 690 {
737 /* Limit the luck value of the bad luck object to +/-100. This 691 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 692 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 693 * in op itself).
740 */ 694 */
741 new_luck = tmp->stats.luck + value; 695 int new_luck = tmp->stats.luck + value;
696
742 if (new_luck >= -100 && new_luck <= 100) 697 if (new_luck >= -100 && new_luck <= 100)
743 { 698 {
744 op->stats.luck += value; 699 stats.luck += value;
745 tmp->stats.luck = new_luck; 700 tmp->stats.luck = new_luck;
746 } 701 }
747 } 702 }
748 else 703 else
749 { 704 {
750 if (!tmp->stats.luck) 705 if (!tmp->stats.luck)
751 {
752 return; 706 return;
753 } 707
754 /* Randomly change the players luck. Basically, we move it 708 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 709 * back neutral (if greater>0, subtract, otherwise add)
756 */ 710 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 711 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 712 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 713 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 714
761 op->stats.luck += diff; 715 stats.luck += diff;
762 tmp->stats.luck += diff; 716 tmp->stats.luck += diff;
763 } 717 }
764 } 718 }
765 } 719 }
766} 720}
767 721
768/* 722/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 723 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 724 */
771
772void 725void
773remove_statbonus (object *op) 726object::remove_statbonus ()
774{ 727{
775 op->stats.Str -= op->arch->clone.stats.Str; 728 stats.Str -= arch->clone.stats.Str;
776 op->stats.Dex -= op->arch->clone.stats.Dex; 729 stats.Dex -= arch->clone.stats.Dex;
777 op->stats.Con -= op->arch->clone.stats.Con; 730 stats.Con -= arch->clone.stats.Con;
778 op->stats.Wis -= op->arch->clone.stats.Wis; 731 stats.Wis -= arch->clone.stats.Wis;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 732 stats.Pow -= arch->clone.stats.Pow;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 733 stats.Cha -= arch->clone.stats.Cha;
781 op->stats.Int -= op->arch->clone.stats.Int; 734 stats.Int -= arch->clone.stats.Int;
735
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str; 736 contr->orig_stats.Str -= arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex; 737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con; 738 contr->orig_stats.Con -= arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis; 739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow; 740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha; 741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int; 742 contr->orig_stats.Int -= arch->clone.stats.Int;
789} 743}
790 744
791/* 745/*
792 * Adds stat-bonuses given by the class which the player has chosen. 746 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 747 */
794
795void 748void
796add_statbonus (object *op) 749object::add_statbonus ()
797{ 750{
798 op->stats.Str += op->arch->clone.stats.Str; 751 stats.Str += arch->clone.stats.Str;
799 op->stats.Dex += op->arch->clone.stats.Dex; 752 stats.Dex += arch->clone.stats.Dex;
800 op->stats.Con += op->arch->clone.stats.Con; 753 stats.Con += arch->clone.stats.Con;
801 op->stats.Wis += op->arch->clone.stats.Wis; 754 stats.Wis += arch->clone.stats.Wis;
802 op->stats.Pow += op->arch->clone.stats.Pow; 755 stats.Pow += arch->clone.stats.Pow;
803 op->stats.Cha += op->arch->clone.stats.Cha; 756 stats.Cha += arch->clone.stats.Cha;
804 op->stats.Int += op->arch->clone.stats.Int; 757 stats.Int += arch->clone.stats.Int;
758
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str; 759 contr->orig_stats.Str += arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex; 760 contr->orig_stats.Dex += arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con; 761 contr->orig_stats.Con += arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis; 762 contr->orig_stats.Wis += arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow; 763 contr->orig_stats.Pow += arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha; 764 contr->orig_stats.Cha += arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int; 765 contr->orig_stats.Int += arch->clone.stats.Int;
812} 766}
813 767
814/* 768/*
815 * Updates all abilities given by applied objects in the inventory 769 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 770 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 771 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 772 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 773 * and then adjusts them according to what the player has equipped.
820 */ 774 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 775 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 776 * spell system split, grace points now added to system --peterm
824 */ 777 */
825
826void 778void
827fix_player (object *op) 779object::update_stats ()
828{ 780{
829 int i, j; 781 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 783 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
787 float old_speed = speed;
835 788
836 /* First task is to clear all the values back to their original values */ 789 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 790 if (type == PLAYER)
838 { 791 {
839 for (i = 0; i < NUM_STATS; i++) 792 for (i = 0; i < NUM_STATS; i++)
840 { 793 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 794
842 }
843 if (settings.spell_encumbrance == TRUE) 795 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 796 contr->encumbrance = 0;
845 797
846 op->attacktype = 0; 798 attacktype = 0;
799
847 op->contr->digestion = 0; 800 contr->digestion = 0;
848 op->contr->gen_hp = 0; 801 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 802 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 803 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 804 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 805 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 806 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 807
808 for (int i = NUM_BODY_LOCATIONS; i--; )
809 slot[i].used = slot[i].info;
810
865 op->slaying = 0; 811 slaying = 0;
866 812
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 813 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 814 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 815 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 816 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 817 }
872 818
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 819 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 820 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 821 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 822
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827
885 op->path_attuned = op->arch->clone.path_attuned; 828 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 829 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 830 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 831 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 832 move_type = arch->clone.move_type;
833
890 op->chosen_skill = NULL; 834 chosen_skill = 0;
891 835
892 /* initializing resistances from the values in player/monster's 836 /* initializing resistances from the values in player/monster's
893 * archetype clone 837 * archetype clone
894 */ 838 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 839 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 840
897 for (i = 0; i < NROFATTACKS; i++) 841 for (i = 0; i < NROFATTACKS; i++)
898 { 842 {
899 if (op->resist[i] > 0) 843 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 844 prot[i] = resist[i], vuln[i] = 0;
901 else 845 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 846 vuln[i] = -(resist[i]), prot[i] = 0;
847
903 potion_resist[i] = 0; 848 potion_resist[i] = 0;
904 } 849 }
905 850
906 wc = op->arch->clone.stats.wc; 851 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 852 stats.dam = arch->clone.stats.dam;
908 853
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 854 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 855 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 856 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 857 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 858 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 859 * that their protection from physical goes down
915 */ 860 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 862 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 863 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 864 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 865 }
921 else 866 else
922 ac = op->arch->clone.stats.ac; 867 ac = arch->clone.stats.ac;
923 868
924 op->stats.luck = op->arch->clone.stats.luck; 869 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 870 speed = arch->clone.speed;
926 871
927 /* OK - we've reset most all the objects attributes to sane values. 872 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 873 * now go through and make adjustments for what the player has equipped.
929 */ 874 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 875 for (tmp = inv; tmp; tmp = tmp->below)
932 { 876 {
933 /* See note in map.c:update_position about making this additive 877 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 878 * since light sources are never applied, need to put check here.
935 */ 879 */
936 if (tmp->glow_radius > op->glow_radius) 880 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 881 glow_radius = tmp->glow_radius;
938 882
939 /* This happens because apply_potion calls change_abil with the potion 883 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 884 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 885 * then calls this function.
942 */ 886 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 888 continue;
946 }
947 889
948 /* For some things, we don't care what is equipped */ 890 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 891 if (tmp->type == SKILL)
950 { 892 {
951 /* Want to take the highest skill here. */ 893 /* Want to take the highest skill here. */
954 if (!mana_obj) 896 if (!mana_obj)
955 mana_obj = tmp; 897 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 898 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 899 mana_obj = tmp;
958 } 900 }
901
959 if (IS_GRACE_SKILL (tmp->subtype)) 902 if (IS_GRACE_SKILL (tmp->subtype))
960 { 903 {
961 if (!grace_obj) 904 if (!grace_obj)
962 grace_obj = tmp; 905 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 906 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 915 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 916 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 917 * because the skill shouldn't count against body positions being used
975 * up, etc. 918 * up, etc.
976 */ 919 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 920 if ((tmp->flag [FLAG_APPLIED]
921 && tmp->type != CONTAINER
922 && tmp->type != CLOSE_CON)
923 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 924 && tmp->subtype == SK_PRAYING))
979 { 925 {
980 if (op->type == PLAYER) 926 if (type == PLAYER)
981 { 927 {
982 if (tmp->type == BOW) 928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 930 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987 931
988 for (i = 0; i < NUM_STATS; i++) 932 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 933 change_attr_value (&stats, i, tmp->stats.stat (i));
990 934
991 /* these are the items that currently can change digestion, regeneration, 935 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 936 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 937 * list, but other items store other info into stats array.
994 */ 938 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 939 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 940 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 941 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 942 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 943 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 944 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 945 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 946 tmp->type == SKILL)
1003 { 947 {
1004 op->contr->digestion += tmp->stats.food; 948 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 949 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 950 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 951 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 952 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 953 contr->item_power += tmp->item_power;
1010 } 954 }
1011 } /* if this is a player */ 955 } /* if this is a player */
956 else
957 {
958 if (tmp->type == WEAPON)
959 current_weapon = tmp;
960 }
1012 961
1013 /* Update slots used for items */ 962 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 963 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 964 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 965 slot[i].used += tmp->slot[i].info;
1018 }
1019 966
1020 if (tmp->type == SYMPTOM) 967 if (tmp->type == SYMPTOM)
1021 { 968 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
1023 if (speed_reduce_from_disease == 0) 971 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 972 speed_reduce_from_disease = 1;
1025 } 973 }
1026 974
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 975 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 976 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 977 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 978 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 979 */
1032 if (tmp->type != POTION) 980 if (tmp->type != POTION)
1033 { 981 {
1034 for (i = 0; i < NROFATTACKS; i++) 982 for (i = 0; i < NROFATTACKS; i++)
1035 { 983 {
1036 /* Potential for cursed potions, in which case we just can use 984 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 985 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 986 */
1039 if (tmp->type == POTION_EFFECT) 987 if (tmp->type == POTION_EFFECT)
1040 { 988 {
1041 if (potion_resist[i]) 989 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 991 else
1044 potion_resist[i] = tmp->resist[i]; 992 potion_resist[i] = tmp->resist[i];
1045 } 993 }
1046 else if (tmp->resist[i] > 0) 994 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 996 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 998 }
1051 } 999 }
1052 1000
1053 /* There may be other things that should not adjust the attacktype */ 1001 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 {
1055 op->attacktype |= tmp->attacktype; 1005 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 1006 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 1007 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 1008 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 1010 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 1011 }
1062 1012
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077 1020
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 1022 SET_FLAG (this, FLAG_UNDEAD);
1080 1023
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 1025 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 1026 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 1027 invisible = 1;
1085 } 1028 }
1086 1029
1087 if (tmp->stats.exp && tmp->type != SKILL) 1030 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 1031 {
1089 if (tmp->stats.exp > 0) 1032 if (tmp->stats.exp > 0)
1090 { 1033 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 1034 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1035 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 1036 }
1094 else 1037 else
1095 added_speed += (float) tmp->stats.exp; 1038 added_speed += tmp->stats.exp;
1096 } 1039 }
1097 1040
1098 switch (tmp->type) 1041 switch (tmp->type)
1099 { 1042 {
1043#if 0
1044 case WAND:
1045 case ROD:
1046 case HORN:
1047 if (type != PLAYER || current_weapon == tmp)
1048 chosen_skill = tmp;
1049 break;
1050#endif
1051
1100 /* skills modifying the character -b.t. */ 1052 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1053 /* for all skills and skill granting objects */
1102 case SKILL: 1054 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104 break; 1056 break;
1105 1057
1106 if (IS_COMBAT_SKILL (tmp->subtype)) 1058 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp; 1059 wc_obj = tmp;
1108 1060
1109 if (op->chosen_skill) 1061 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 1063
1112 op->chosen_skill = tmp; 1064 chosen_skill = tmp;
1113 1065
1114 if (tmp->stats.dam > 0) 1066 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1067 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1069 weapon_speed = WEAPON_SPEED (tmp);
1070
1118 if (weapon_speed < 0) 1071 if (weapon_speed < 0)
1119 weapon_speed = 0; 1072 weapon_speed = 0;
1073
1120 weapon_weight = tmp->weight; 1074 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1076
1122 if (tmp->magic) 1077 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1078 stats.dam += tmp->magic;
1124 } 1079 }
1125 1080
1126 if (tmp->stats.wc) 1081 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1082 wc -= tmp->stats.wc + tmp->magic;
1128 1083
1129 if (tmp->slaying != NULL) 1084 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1085 slaying = tmp->slaying;
1131 1086
1132 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1089
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1090 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1091 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 1092
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1093 break;
1140 1094
1141 case SKILL_TOOL: 1095 case SKILL_TOOL:
1142 if (op->chosen_skill) 1096 if (chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145 } 1098
1146 op->chosen_skill = tmp; 1099 chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break; 1100 break;
1150 1101
1151 case SHIELD: 1102 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1104 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1105 case RING:
1155 case AMULET: 1106 case AMULET:
1156 case GIRDLE: 1107 case GIRDLE:
1157 case HELMET: 1108 case HELMET:
1158 case BOOTS: 1109 case BOOTS:
1159 case GLOVES: 1110 case GLOVES:
1160 case CLOAK: 1111 case CLOAK:
1161 if (tmp->stats.wc) 1112 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1113 wc -= tmp->stats.wc + tmp->magic;
1114
1163 if (tmp->stats.dam) 1115 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1116 stats.dam += tmp->stats.dam + tmp->magic;
1117
1165 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1119 ac -= tmp->stats.ac + tmp->magic;
1120
1167 break; 1121 break;
1168 1122
1123 case BOW:
1169 case WEAPON: 1124 case WEAPON:
1125 if (type != PLAYER || current_weapon == tmp)
1126 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1127 wc -= tmp->stats.wc + tmp->magic;
1128
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1129 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1130 ac -= tmp->stats.ac + tmp->magic;
1131
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1132 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1133 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1134 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1135
1176 if (weapon_speed < 0) 1136 if (weapon_speed < 0)
1177 weapon_speed = 0; 1137 weapon_speed = 0;
1138
1178 op->slaying = tmp->slaying; 1139 slaying = tmp->slaying;
1140
1179 /* If there is desire that two handed weapons should do 1141 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1142 * extra strength damage, this is where the code should
1181 * go. 1143 * go.
1182 */ 1144 */
1183 op->current_weapon = tmp; 1145
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1146 if (type == PLAYER)
1147 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1148 contr->encumbrance += tmp->weight * 3 / 1000;
1149 }
1186 1150
1187 break; 1151 break;
1188 1152
1189 case ARMOUR: /* Only the best of these three are used: */ 1153 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1154 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1155 contr->encumbrance += tmp->weight / 1000;
1192 1156
1193 case BRACERS: 1157 case BRACERS:
1194 case FORCE: 1158 case FORCE:
1195 if (tmp->stats.wc) 1159 if (tmp->stats.wc)
1196 { 1160 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1164 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1165 }
1202 else 1166 else
1203 wc += tmp->stats.wc + tmp->magic; 1167 wc += tmp->stats.wc + tmp->magic;
1204 } 1168 }
1169
1205 if (tmp->stats.ac) 1170 if (tmp->stats.ac)
1206 { 1171 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1172 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1173 {
1209 ac += best_ac; /* Remove last bonus */ 1174 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1175 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1176 }
1212 else /* To nullify the below effect */ 1177 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1178 ac += tmp->stats.ac + tmp->magic;
1214 } 1179 }
1180
1215 if (tmp->stats.wc) 1181 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1182 wc -= (tmp->stats.wc + tmp->magic);
1183
1217 if (tmp->stats.ac) 1184 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1185 ac -= (tmp->stats.ac + tmp->magic);
1186
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1188 max = ARMOUR_SPEED (tmp) / 10.f;
1189
1221 break; 1190 break;
1222 } /* switch tmp->type */ 1191 } /* switch tmp->type */
1223 } /* item is equipped */ 1192 } /* item is equipped */
1224 } /* for loop of items */ 1193 } /* for loop of items */
1225 1194
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1202 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1203 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1204 */
1236 for (i = 0; i < NROFATTACKS; i++) 1205 for (i = 0; i < NROFATTACKS; i++)
1237 { 1206 {
1238 op->resist[i] = prot[i] - vuln[i]; 1207 resist[i] = prot[i] - vuln[i];
1208
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1210 resist[i] = potion_resist[i];
1241 } 1211 }
1242 1212
1243 /* Figure out the players sp/mana/hp totals. */ 1213 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1214 if (type == PLAYER)
1245 { 1215 {
1246 int pl_level; 1216 int pl_level;
1247 1217
1248 check_stat_bounds (&(op->stats)); 1218 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1219 pl_level = level;
1250 1220
1251 if (pl_level < 1) 1221 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1223
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1224 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1226 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1228 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1231 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1232 {
1262 if (con_bonus[op->stats.Con] > 0) 1233 if (con_bonus[stats.Con] > 0)
1263 j++; 1234 j++;
1264 else 1235 else
1265 j--; 1236 j--;
1266 } 1237 }
1238
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1240 }
1269 1241
1270 for (i = 11; i <= op->level; i++) 1242 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1243 stats.maxhp += 2;
1272 1244
1273 if (op->stats.hp > op->stats.maxhp) 1245 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1246 stats.hp = stats.maxhp;
1275 1247
1276 /* Sp gain is controlled by the level of the player's 1248 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1249 * relevant experience object (mana_obj, see above)
1278 */ 1250 */
1279 /* following happen when skills system is not used */ 1251 /* following happen when skills system is not used */
1280 if (!mana_obj) 1252 if (!mana_obj)
1281 mana_obj = op; 1253 mana_obj = this;
1254
1282 if (!grace_obj) 1255 if (!grace_obj)
1283 grace_obj = op; 1256 grace_obj = this;
1257
1284 /* set maxsp */ 1258 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1259 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1260 mana_obj = this;
1287 1261
1288 if (mana_obj == op && op->type == PLAYER) 1262 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1263 stats.maxsp = 1;
1291 }
1292 else 1264 else
1293 { 1265 {
1294 sp_tmp = 0.0; 1266 sp_tmp = 0.f;
1267
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1268 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1269 {
1297 float stmp; 1270 float stmp;
1298 1271
1299 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1300 if (i < 2) 1273 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1275 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1277
1308 if (stmp < 1.0) 1278 if (stmp < 1.f)
1309 stmp = 1.0; 1279 stmp = 1.f;
1280
1310 sp_tmp += stmp; 1281 sp_tmp += stmp;
1311 } 1282 }
1283
1312 op->stats.maxsp = (int) sp_tmp; 1284 stats.maxsp = (sint16)sp_tmp;
1313 1285
1314 for (i = 11; i <= mana_obj->level; i++) 1286 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1287 stats.maxsp += 2;
1316 } 1288 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1289 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1290 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1291 stats.sp = stats.maxsp * 2;
1320 1292
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1294 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1295 grace_obj = this;
1324 1296
1325 if (grace_obj == op && op->type == PLAYER) 1297 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1298 stats.maxgrace = 1;
1328 }
1329 else 1299 else
1330 { 1300 {
1331 /* store grace in a float - this way, the divisions below don't create 1301 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1302 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1303 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1304 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1305 */
1336 sp_tmp = 0.0; 1306 sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1308 {
1339 float grace_tmp = 0.0; 1309 float grace_tmp = 0.f;
1340 1310
1341 /* Got some extra bonus at first level */ 1311 /* Got some extra bonus at first level */
1342 if (i < 2) 1312 if (i < 2)
1343 { 1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1314 else
1348 { 1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1316
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0) 1317 if (grace_tmp < 1.f)
1353 grace_tmp = 1.0; 1318 grace_tmp = 1.f;
1319
1354 sp_tmp += grace_tmp; 1320 sp_tmp += grace_tmp;
1355 } 1321 }
1322
1356 op->stats.maxgrace = (int) sp_tmp; 1323 stats.maxgrace = (sint16)sp_tmp;
1357 1324
1358 /* two grace points per level after 11 */ 1325 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1326 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1327 stats.maxgrace += 2;
1361 } 1328 }
1362 /* No limit on grace vs maxgrace */ 1329 /* No limit on grace vs maxgrace */
1363 1330
1364 if (op->contr->braced) 1331 if (contr->braced)
1365 { 1332 {
1366 ac += 2; 1333 ac += 2;
1367 wc += 4; 1334 wc += 4;
1368 } 1335 }
1369 else 1336 else
1370 ac -= dex_bonus[op->stats.Dex]; 1337 ac -= dex_bonus[stats.Dex];
1371 1338
1372 /* In new exp/skills system, wc bonuses are related to 1339 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1340 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1341 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1342 * I changed this slightly so that wc bonuses are better
1379 * we give the player a bonus here in wc and dam 1346 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1347 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1348 * monster bonus the same as before. -b.t.
1382 */ 1349 */
1383 1350
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1351 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1385 { 1352 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1353 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354
1387 for (i = 1; i < wc_obj->level; i++) 1355 for (i = 1; i < wc_obj->level; i++)
1388 { 1356 {
1389 /* addtional wc every 6 levels */ 1357 /* addtional wc every 6 levels */
1390 if (!(i % 6)) 1358 if (!(i % 6))
1391 wc--; 1359 wc--;
1360
1392 /* addtional dam every 4 levels. */ 1361 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1363 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1364 }
1396 } 1365 }
1397 else 1366 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1367 wc -= level + thaco_bonus[stats.Str];
1399 1368
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1369 stats.dam += dam_bonus[stats.Str];
1401 1370
1402 if (op->stats.dam < 1) 1371 if (stats.dam < 1)
1403 op->stats.dam = 1; 1372 stats.dam = 1;
1404 1373
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1374 speed = 1.f + speed_bonus[stats.Dex];
1375
1406 if (settings.search_items && op->contr->search_str[0]) 1376 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1377 speed -= 1;
1378
1408 if (op->attacktype == 0) 1379 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1380 attacktype = arch->clone.attacktype;
1410 1381
1411 } /* End if player */ 1382 } /* End if player */
1412 1383
1413 if (added_speed >= 0) 1384 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1385 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1386 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1387 speed /= 1.f - added_speed;
1417 1388
1418 /* Max is determined by armour */ 1389 /* Max is determined by armour */
1419 if (op->speed > max) 1390 if (speed > max)
1420 op->speed = max; 1391 speed = max;
1421 1392
1422 if (op->type == PLAYER) 1393 if (type == PLAYER)
1423 { 1394 {
1424 /* f is a number the represents the number of kg above (positive num) 1395 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1396 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1397 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1398 * much above he is, and what is max carry is
1428 */ 1399 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1400 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1401 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1402 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1403 }
1433 1404
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1405 speed += bonus_speed / 10.f; /* Not affected by limits */
1435 1406
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1407 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1409 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1410 speed = speed * speed_reduce_from_disease;
1440 1411
1441 if (op->speed < 0.01 && op->type == PLAYER) 1412 if (speed < 0.01f && type == PLAYER)
1442 op->speed = 0.01; 1413 speed = 0.01f;
1443 1414
1444 if (op->type == PLAYER) 1415 if (type == PLAYER)
1445 { 1416 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1417 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1418 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1419 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1420 * that would just be a real pain to read.
1452 */ 1421 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1422 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1423 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1424 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1425 float s = 2 - weapon_speed / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1426 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1428
1429 K *= (4 + level) *1.2f / (6 + level);
1430
1460 if (K <= 0) 1431 if (K <= 0.f)
1461 K = 0.01; 1432 K = 0.01f;
1433
1462 S = op->speed / (K * s); 1434 float S = speed / (K * s);
1435
1463 op->contr->weapon_sp = S; 1436 contr->weapon_sp = S;
1464 } 1437 }
1438
1465 /* I want to limit the power of small monsters with big weapons: */ 1439 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1441 stats.dam = arch->clone.stats.dam * 3;
1468 1442
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1443 /* Prevent overflows of wc - best you can get is ABS(120) - this
1470 * should be more than enough - remember, AC is also in 8 bits, 1444 * should be more than enough - remember, AC is also in 8 bits,
1471 * so its value is the same. 1445 * so its value is the same.
1472 */ 1446 */
1473 if (wc > 120) 1447 if (wc > 120)
1474 wc = 120; 1448 wc = 120;
1475 else if (wc < -120) 1449 else if (wc < -120)
1476 wc = -120; 1450 wc = -120;
1451
1477 op->stats.wc = wc; 1452 stats.wc = wc;
1478 1453
1479 if (ac > 120) 1454 if (ac > 120)
1480 ac = 120; 1455 ac = 120;
1481 else if (ac < -120) 1456 else if (ac < -120)
1482 ac = -120; 1457 ac = -120;
1458
1483 op->stats.ac = ac; 1459 stats.ac = ac;
1484 1460
1485 /* if for some reason the creature doesn't have any move type, 1461 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1462 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1463 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1464 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1465 * one or the other.
1490 */ 1466 */
1491 if (op->move_type == 0) 1467 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1468 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1470 move_type &= ~MOVE_WALK;
1495 1471
1496 update_ob_speed (op); 1472 if (speed != old_speed)
1473 set_speed (speed);
1497 1474
1498 /* It is quite possible that a player's spell costing might have changed, 1475 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1476 * so we will check that now.
1500 */ 1477 */
1501 if (op->type == PLAYER) 1478 if (type == PLAYER)
1479 {
1480 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1481 esrv_update_spells (contr);
1482 }
1483
1484 // update the mapspace, if we are on a map
1485 if (!flag [FLAG_REMOVED] && map)
1486 map->at (x, y).flags_ = 0;
1503} 1487}
1504 1488
1505/* 1489/*
1506 * Returns true if the given player is a legal class. 1490 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1491 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1492 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1493 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1494 * false otherwise.
1511 */ 1495 */
1512
1513int 1496int
1514allowed_class (const object *op) 1497allowed_class (const object *op)
1515{ 1498{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1499 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1500 && op->stats.Str > 0
1501 && op->stats.Con > 0
1502 && op->stats.Int > 0
1503 && op->stats.Wis > 0
1504 && op->stats.Pow > 0
1505 && op->stats.Cha > 0;
1518} 1506}
1519 1507
1520/* 1508/*
1521 * set the new dragon name after gaining levels or 1509 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1510 * changing ability focus (later this can be extended to
1593 object *skin = NULL; /* pointer to dragon skin force */ 1581 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1582 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1583 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1584
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1585 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1589 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1590 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1591 if (tmp->arch->name == dragon_ability_force)
1603 abil = tmp; 1592 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1593 else if (tmp->arch->name == dragon_skin_force)
1605 skin = tmp; 1594 skin = tmp;
1606 } 1595
1607 }
1608 /* if the force is missing -> bail out */ 1596 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1597 if (abil == NULL)
1610 return; 1598 return;
1611 1599
1612 /* The ability_force keeps track of maximum level ever achieved. 1600 /* The ability_force keeps track of maximum level ever achieved.
1663 */ 1651 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1653 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1654 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1655 insert_ob_in_ob (skill_obj, op);
1656
1668 if (op->contr) 1657 if (op->contr)
1669 { 1658 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1660 if (op->contr->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1662 }
1663
1673 return skill_obj; 1664 return skill_obj;
1674} 1665}
1675 1666
1676 1667
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1668/* player_lvl_adj() - for the new exp system. we are concerned with
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1696 }
1706 1697
1707 fix_player (who); 1698 who->update_stats ();
1708 if (op->level > 1) 1699 if (op->level > 1)
1709 { 1700 {
1710 if (op->type != PLAYER) 1701 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1703 else
1717 player_lvl_adj (who, op); /* To increase more levels */ 1708 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1709 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1711 {
1721 op->level--; 1712 op->level--;
1722 fix_player (who); 1713 who->update_stats ();
1723 if (op->type != PLAYER) 1714 if (op->type != PLAYER)
1724 { 1715 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1718 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1719 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1720 }
1721
1730 /* check if the spell data has changed */ 1722 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1724 esrv_update_spells (who->contr);
1732} 1725}
1733 1726
1734/* 1727/*
1735 * Returns how much experience is needed for a player to become 1728 * Returns how much experience is needed for a player to become
1739sint64 1732sint64
1740level_exp (int level, double expmul) 1733level_exp (int level, double expmul)
1741{ 1734{
1742 if (level > settings.max_level) 1735 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1736 return (sint64) (expmul * levels[settings.max_level]);
1737
1744 return (sint64) (expmul * levels[level]); 1738 return (sint64) (expmul * levels[level]);
1745} 1739}
1746 1740
1747/* 1741/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1742 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1763 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1764 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1765 op->perm_exp = MAX_EXPERIENCE;
1772} 1766}
1773 1767
1774
1775/* Add experience to a player - exp should only be positive. 1768/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1769 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1770 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1771 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1772 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1773 * flag is what to do if the player doesn't have the skill:
1781 */ 1774 */
1782
1783static void 1775static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1776add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1777{
1786 object *skill_obj = NULL; 1778 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1779 sint64 limit, exp_to_add;
1788 int i; 1780 int i;
1789 1781
1790 /* prevents some forms of abuse. */ 1782 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1783 if (op->contr->braced)
1792 exp = exp / 5; 1784 exp /= 5;
1793 1785
1794 /* Try to find the matching skill. 1786 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1787 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1788 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1789 * the players inventory.
1798 */ 1790 */
1799 if (skill_name) 1791 if (skill_name)
1800 { 1792 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1793 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1924 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1925 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1926 player_lvl_adj (op, tmp);
1935 } 1927 }
1936 } 1928 }
1929
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1930 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1931 {
1939 del_exp = check_exp_loss (op, exp); 1932 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1933 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1934 player_lvl_adj (op, NULL);
1942 } 1935 }
1943} 1936}
1944
1945
1946 1937
1947/* change_exp() - changes experience to a player/monster. This 1938/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1939 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1940 *
1950 * The exp passed is typically not modified much by this function - 1941 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1942 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1943 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1944 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1945 * these last two values are only used for players.
1955 */ 1946 */
1956
1957void 1947void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1948change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1949{
1960
1961#ifdef EXP_DEBUG 1950#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1951 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1952#endif
1964 1953
1965 /* safety */ 1954 /* safety */
2006 else 1995 else
2007 /* note that when you lose exp, it doesn't go against 1996 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1997 * a particular skill, so we don't need to pass that
2009 * along. 1998 * along.
2010 */ 1999 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 2000 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 2001 }
2014} 2002}
2015 2003
2016/* Applies a death penalty experience, the size of this is defined by the 2004/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 2005 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 2006 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 2007 */
2020
2021void 2008void
2022apply_death_exp_penalty (object *op) 2009apply_death_exp_penalty (object *op)
2023{ 2010{
2024 object *tmp; 2011 object *tmp;
2025 sint64 loss; 2012 sint64 loss;
2070 if (level > MAX_SAVE_LEVEL) 2057 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 2058 level = MAX_SAVE_LEVEL;
2072 2059
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2060 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 2061 return 0;
2062
2075 return 1; 2063 return 1;
2076} 2064}

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