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Comparing deliantra/server/common/living.C (file contents):
Revision 1.16 by pippijn, Mon Dec 11 21:06:58 2006 UTC vs.
Revision 1.51 by root, Sat May 12 18:23:51 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 */
374int 321int
375change_abil (object *op, object *tmp) 322change_abil (object *op, object *tmp)
376{ 323{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
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 (int j = 0; j < NUM_STATS; j++)
393 { 340 {
394 int nstat, ostat; 341 int ostat = op->contr->orig_stats.stat (j);
395 342 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 343
399 /* nstat is what the stat will be after use of the potion */ 344 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 345 int nstat = flag * i + ostat;
401 346
402 /* Do some bounds checking. While I don't think any 347 /* Do some bounds checking. While I don't think any
403 * potions do so right now, there is the potential for potions 348 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 349 * that adjust that stat by more than one point, so we need
405 * to allow for that. 350 * to allow for that.
406 */ 351 */
407 if (nstat < 1 && i * flag < 0) 352 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 353 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 354 else if (nstat > 20 + op->arch->clone.stats.stat (j))
410 {
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 355 nstat = 20 + op->arch->clone.stats.stat (j);
412 } 356
413 if (nstat != ostat) 357 if (nstat != ostat)
414 { 358 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 359 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 360 potion_max = 0;
417 } 361 }
418 else if (i) 362 else if (i)
419 { 363 {
420 /* potion is useless - player has already hit the natural maximum */ 364 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 365 potion_max = 1;
422 } 366 }
423 } 367 }
368
424 /* This section of code ups the characters normal stats also. I am not 369 /* 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 370 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 371 * recalculates this anyway.
427 */ 372 */
428 for (j = 0; j < NUM_STATS; j++) 373 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 374 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
375
430 check_stat_bounds (&(op->stats)); 376 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 377 } /* end of potion handling code */
432 } 378 }
433 379
434 /* reset attributes that fix_player doesn't reset since it doesn't search 380 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 381 * everything to set
436 */ 382 */
437 if (flag == -1) 383 if (flag == -1)
438 { 384 {
439 op->attacktype &= ~tmp->attacktype; 385 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 386 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 387 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 388 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 389 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 390 * and not the other move_ fields.
445 */ 391 */
446 op->move_type &= ~tmp->move_type; 392 op->move_type &= ~tmp->move_type;
447 } 393 }
448 394
449 /* call fix_player since op object could have whatever attribute due 395 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 396 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 397 * change_ability then might as well call it from here
452 */ 398 */
453 fix_player (op); 399 op->update_stats ();
454 400
455 /* Fix player won't add the bows ability to the player, so don't 401 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 402 * print out message if this is a bow.
457 */ 403 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 404 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 405 {
460 success = 1; 406 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 408 }
409
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
464 { 411 {
465 success = 1; 412 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 414 }
415
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
469 { 417 {
470 success = 1; 418 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 420 }
421
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
474 { 423 {
475 success = 1; 424 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 426 }
427
478 /* movement type has changed. We don't care about cases where 428 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 429 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 430 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 431 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 432 * from fly high)
496 if (tmp->move_type & MOVE_FLY_HIGH) 446 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 447 {
498 /* double conditional - second case covers if you have move_fly_low - 448 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 449 * in that case, you don't actually land
500 */ 450 */
501 DIFF_MSG (flag, "You soar into the air air!.", 451 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 453 }
454
504 if (tmp->move_type & MOVE_SWIM) 455 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 457
507 /* Changing move status may mean you are affected by things you weren't before */ 458 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 459 check_move_on (op, op);
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
531 { 482 {
532 success = 1; 483 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 485 }
486
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
536 { 488 {
537 success = 1; 489 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 490 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 491 }
492
540 /* blinded you can tell if more blinded since blinded player has minimal 493 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 494 * vision
542 */ 495 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 496 if (QUERY_FLAG (tmp, FLAG_BLIND))
544 { 497 {
634 success = 1; 587 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 589 }
637 590
638 /* Messages for changed resistance */ 591 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 592 for (int i = 0; i < NROFATTACKS; i++)
640 { 593 {
641 if (i == ATNR_PHYSICAL) 594 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 595 continue; /* Don't display about armour */
643 596
644 if (op->resist[i] != refop.resist[i]) 597 if (op->resist[i] != refop.resist[i])
651 604
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 606 }
654 } 607 }
655 608
656 if (tmp->type != EXPERIENCE && !potion_max) 609 if (!potion_max)
657 { 610 {
658 for (j = 0; j < NUM_STATS; j++) 611 for (int j = 0; j < NUM_STATS; j++)
659 { 612 {
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 613 if (int i = tmp->stats.stat (j))
661 { 614 {
662 success = 1; 615 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 617 }
665 } 618 }
666 } 619 }
620
667 return success; 621 return success;
668} 622}
669 623
670/* 624/*
671 * Stat draining by Vick 930307 625 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 626 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 627 */
674
675void 628void
676drain_stat (object *op) 629object::drain_stat ()
677{ 630{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 631 drain_specific_stat (rndm (NUM_STATS));
679} 632}
680 633
681void 634void
682drain_specific_stat (object *op, int deplete_stats) 635object::drain_specific_stat (int deplete_stats)
683{ 636{
684 object *tmp; 637 object *tmp;
685 archetype *at; 638 archetype *at;
686 639
687 at = archetype::find (ARCH_DEPLETION); 640 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 643 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 644 return;
692 } 645 }
693 else 646 else
694 { 647 {
695 tmp = present_arch_in_ob (at, op); 648 tmp = present_arch_in_ob (at, this);
649
696 if (!tmp) 650 if (!tmp)
697 { 651 {
698 tmp = arch_to_object (at); 652 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 653 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 654 SET_FLAG (tmp, FLAG_APPLIED);
701 } 655 }
702 } 656 }
703 657
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 659 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 660 update_stats ();
707} 661}
708 662
709/* 663/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 664 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 665 * via an applied bad_luck object.
712 */ 666 */
713
714void 667void
715change_luck (object *op, int value) 668object::change_luck (int value)
716{ 669{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 670 archetype *at = archetype::find ("luck");
722 if (!at) 671 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 672 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 673 else
725 { 674 {
726 tmp = present_arch_in_ob (at, op); 675 object *tmp = present_arch_in_ob (at, this);
676
727 if (!tmp) 677 if (!tmp)
728 { 678 {
729 if (!value) 679 if (!value)
730 return; 680 return;
681
731 tmp = arch_to_object (at); 682 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 683 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 684 SET_FLAG (tmp, FLAG_APPLIED);
734 } 685 }
686
735 if (value) 687 if (value)
736 { 688 {
737 /* Limit the luck value of the bad luck object to +/-100. This 689 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 690 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 691 * in op itself).
740 */ 692 */
741 new_luck = tmp->stats.luck + value; 693 int new_luck = tmp->stats.luck + value;
694
742 if (new_luck >= -100 && new_luck <= 100) 695 if (new_luck >= -100 && new_luck <= 100)
743 { 696 {
744 op->stats.luck += value; 697 stats.luck += value;
745 tmp->stats.luck = new_luck; 698 tmp->stats.luck = new_luck;
746 } 699 }
747 } 700 }
748 else 701 else
749 { 702 {
750 if (!tmp->stats.luck) 703 if (!tmp->stats.luck)
751 {
752 return; 704 return;
753 } 705
754 /* Randomly change the players luck. Basically, we move it 706 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 707 * back neutral (if greater>0, subtract, otherwise add)
756 */ 708 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 709 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 710 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 711 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 712
761 op->stats.luck += diff; 713 stats.luck += diff;
762 tmp->stats.luck += diff; 714 tmp->stats.luck += diff;
763 } 715 }
764 } 716 }
765 } 717 }
766} 718}
767 719
768/* 720/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 721 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 722 */
771
772void 723void
773remove_statbonus (object *op) 724object::remove_statbonus ()
774{ 725{
775 op->stats.Str -= op->arch->clone.stats.Str; 726 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 727 {
777 op->stats.Con -= op->arch->clone.stats.Con; 728 sint8 v = arch->clone.stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 729 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 730 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 731 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 732}
790 733
791/* 734/*
792 * Adds stat-bonuses given by the class which the player has chosen. 735 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 736 */
794
795void 737void
796add_statbonus (object *op) 738object::add_statbonus ()
797{ 739{
798 op->stats.Str += op->arch->clone.stats.Str; 740 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 741 {
800 op->stats.Con += op->arch->clone.stats.Con; 742 sint8 v = arch->clone.stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 743 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 744 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 745 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 746}
813 747
814/* 748/*
815 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
817 * 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.
818 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
820 */ 754 *
821
822/* 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.
823 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
824 */ 757 */
825
826void 758void
827fix_player (object *op) 759object::update_stats ()
828{ 760{
829 int i, j; 761 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 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; 763 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
767 float old_speed = speed;
835 768
836 /* 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 */
837 if (op->type == PLAYER) 770 if (type == PLAYER)
838 { 771 {
839 for (i = 0; i < NUM_STATS; i++) 772 for (i = 0; i < NUM_STATS; i++)
840 { 773 stats.stat (i) = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
842 }
843 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
845 777
846 op->attacktype = 0; 778 attacktype = 0;
779
847 op->contr->digestion = 0; 780 contr->digestion = 0;
848 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 785 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 } 786 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
865 op->slaying = 0; 791 slaying = 0;
866 792
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 794 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 797 }
872 798
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 801 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);
884 802
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807
885 op->path_attuned = op->arch->clone.path_attuned; 808 path_attuned = arch->clone.path_attuned;
886 op->path_repelled = op->arch->clone.path_repelled; 809 path_repelled = arch->clone.path_repelled;
887 op->path_denied = op->arch->clone.path_denied; 810 path_denied = arch->clone.path_denied;
888 op->glow_radius = op->arch->clone.glow_radius; 811 glow_radius = arch->clone.glow_radius;
889 op->move_type = op->arch->clone.move_type; 812 move_type = arch->clone.move_type;
813
890 op->chosen_skill = NULL; 814 chosen_skill = 0;
891 815
892 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
893 * archetype clone 817 * archetype clone
894 */ 818 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->clone.resist, sizeof (resist));
896 820
897 for (i = 0; i < NROFATTACKS; i++) 821 for (i = 0; i < NROFATTACKS; i++)
898 { 822 {
899 if (op->resist[i] > 0) 823 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
901 else 825 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
903 potion_resist[i] = 0; 828 potion_resist[i] = 0;
904 } 829 }
905 830
906 wc = op->arch->clone.stats.wc; 831 wc = arch->clone.stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->clone.stats.dam;
908 833
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 839 * that their protection from physical goes down
915 */ 840 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 842 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = MAX (-10, arch->clone.stats.ac - level / 3);
919 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;
920 } 845 }
921 else 846 else
922 ac = op->arch->clone.stats.ac; 847 ac = arch->clone.stats.ac;
923 848
924 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->clone.stats.luck;
925 op->speed = op->arch->clone.speed; 850 speed = arch->clone.speed;
926 851
927 /* 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.
928 * 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.
929 */ 854 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
933 /* See note in map.c:update_position about making this additive 857 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 858 * since light sources are never applied, need to put check here.
935 */ 859 */
936 if (tmp->glow_radius > op->glow_radius) 860 if (tmp->glow_radius > glow_radius)
937 op->glow_radius = tmp->glow_radius; 861 glow_radius = tmp->glow_radius;
938 862
939 /* This happens because apply_potion calls change_abil with the potion 863 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 864 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 865 * then calls this function.
942 */ 866 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 868 continue;
946 }
947 869
948 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
950 { 872 {
951 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
954 if (!mana_obj) 876 if (!mana_obj)
955 mana_obj = tmp; 877 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 878 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 879 mana_obj = tmp;
958 } 880 }
881
959 if (IS_GRACE_SKILL (tmp->subtype)) 882 if (IS_GRACE_SKILL (tmp->subtype))
960 { 883 {
961 if (!grace_obj) 884 if (!grace_obj)
962 grace_obj = tmp; 885 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 886 else if (tmp->level > grace_obj->level)
972 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
975 * up, etc. 898 * up, etc.
976 */ 899 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
979 { 905 {
980 if (op->type == PLAYER) 906 if (type == PLAYER)
981 { 907 {
982 if (tmp->type == BOW) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 op->contr->ranges[range_bow] = tmp; 909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
984 910 continue;
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 913 change_attr_value (&stats, i, tmp->stats.stat (i));
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 916 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 917 * list, but other items store other info into stats array.
994 */ 918 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 919 if (tmp->type == WEAPON || tmp->type == BOW ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 920 tmp->type == ARMOUR || tmp->type == HELMET ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 921 tmp->type == SHIELD || tmp->type == RING ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 922 tmp->type == BOOTS || tmp->type == GLOVES ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 923 tmp->type == AMULET || tmp->type == GIRDLE ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 924 tmp->type == BRACERS || tmp->type == CLOAK ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) || 925 tmp->type == DISEASE || tmp->type == FORCE ||
1002 (tmp->type == SKILL)) 926 tmp->type == SKILL)
1003 { 927 {
1004 op->contr->digestion += tmp->stats.food; 928 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 929 contr->gen_hp += tmp->stats.hp;
1006 op->contr->gen_sp += tmp->stats.sp; 930 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 931 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 932 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power; 933 contr->item_power += tmp->item_power;
1010 } 934 }
1011 } /* if this is a player */ 935 } /* if this is a player */
936 else
937 {
938 if (tmp->type == WEAPON)
939 current_weapon = tmp;
940 }
1012 941
1013 /* Update slots used for items */ 942 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 943 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 944 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 945 slot[i].used += tmp->slot[i].info;
1018 }
1019 946
1020 if (tmp->type == SYMPTOM) 947 if (tmp->type == SYMPTOM)
1021 { 948 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
1023 if (speed_reduce_from_disease == 0) 951 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1; 952 speed_reduce_from_disease = 1;
1025 } 953 }
1026 954
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 955 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 956 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 957 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 958 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 959 */
1032 if (tmp->type != POTION) 960 if (tmp->type != POTION)
1033 { 961 {
1034 for (i = 0; i < NROFATTACKS; i++) 962 for (i = 0; i < NROFATTACKS; i++)
1035 { 963 {
1036 /* Potential for cursed potions, in which case we just can use 964 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero. 965 * a straight MAX, as potion_resist is initialised to zero.
1038 */ 966 */
1039 if (tmp->type == POTION_EFFECT) 967 if (tmp->type == POTION_EFFECT)
1040 { 968 {
1041 if (potion_resist[i]) 969 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else 971 else
1044 potion_resist[i] = tmp->resist[i]; 972 potion_resist[i] = tmp->resist[i];
1045 } 973 }
1046 else if (tmp->resist[i] > 0) 974 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0) 976 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1050 } 978 }
1051 } 979 }
1052 980
1053 /* There may be other things that should not adjust the attacktype */ 981 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM) 982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 {
1055 op->attacktype |= tmp->attacktype; 985 attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned; 986 path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled; 987 path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied; 988 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type;
1060 op->stats.luck += tmp->stats.luck; 990 stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type; 991 }
1062 992
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1064 SET_FLAG (op, FLAG_LIFESAVE); 994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1066 SET_FLAG (op, FLAG_REFL_SPELL); 996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1068 SET_FLAG (op, FLAG_REFL_MISSILE); 998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 999 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 1000
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 1002 SET_FLAG (this, FLAG_UNDEAD);
1080 1003
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 1005 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 1006 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 1007 invisible = 1;
1085 } 1008 }
1086 1009
1087 if (tmp->stats.exp && tmp->type != SKILL) 1010 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 1011 {
1089 if (tmp->stats.exp > 0) 1012 if (tmp->stats.exp > 0)
1090 { 1013 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 1014 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1015 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 1016 }
1094 else 1017 else
1095 added_speed += (float) tmp->stats.exp; 1018 added_speed += tmp->stats.exp;
1096 } 1019 }
1097 1020
1098 switch (tmp->type) 1021 switch (tmp->type)
1099 { 1022 {
1023#if 0
1024 case WAND:
1025 case ROD:
1026 case HORN:
1027 if (type != PLAYER || current_weapon == tmp)
1028 chosen_skill = tmp;
1029 break;
1030#endif
1031
1100 /* skills modifying the character -b.t. */ 1032 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1033 /* for all skills and skill granting objects */
1102 case SKILL: 1034 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104 break; 1036 break;
1105 1037
1106 if (IS_COMBAT_SKILL (tmp->subtype)) 1038 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp; 1039 wc_obj = tmp;
1108 1040
1109 if (op->chosen_skill) 1041 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111 1043
1112 op->chosen_skill = tmp; 1044 chosen_skill = tmp;
1113 1045
1114 if (tmp->stats.dam > 0) 1046 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1047 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1049 weapon_speed = WEAPON_SPEED (tmp);
1050
1118 if (weapon_speed < 0) 1051 if (weapon_speed < 0)
1119 weapon_speed = 0; 1052 weapon_speed = 0;
1053
1120 weapon_weight = tmp->weight; 1054 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1056
1122 if (tmp->magic) 1057 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1058 stats.dam += tmp->magic;
1124 } 1059 }
1125 1060
1126 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1128 1063
1129 if (tmp->slaying != NULL) 1064 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1065 slaying = tmp->slaying;
1131 1066
1132 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1069
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1071 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1136 1072
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1073 break;
1140 1074
1141 case SKILL_TOOL: 1075 case SKILL_TOOL:
1142 if (op->chosen_skill) 1076 if (chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145 } 1078
1146 op->chosen_skill = tmp; 1079 chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break; 1080 break;
1150 1081
1151 case SHIELD: 1082 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1083 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1084 contr->encumbrance += (int) tmp->weight / 2000;
1154 case RING: 1085 case RING:
1155 case AMULET: 1086 case AMULET:
1156 case GIRDLE: 1087 case GIRDLE:
1157 case HELMET: 1088 case HELMET:
1158 case BOOTS: 1089 case BOOTS:
1159 case GLOVES: 1090 case GLOVES:
1160 case CLOAK: 1091 case CLOAK:
1161 if (tmp->stats.wc) 1092 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1093 wc -= tmp->stats.wc + tmp->magic;
1094
1163 if (tmp->stats.dam) 1095 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1096 stats.dam += tmp->stats.dam + tmp->magic;
1097
1165 if (tmp->stats.ac) 1098 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1099 ac -= tmp->stats.ac + tmp->magic;
1100
1167 break; 1101 break;
1168 1102
1103 case BOW:
1169 case WEAPON: 1104 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1170 wc -= (tmp->stats.wc + tmp->magic); 1107 wc -= tmp->stats.wc + tmp->magic;
1108
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1110 ac -= tmp->stats.ac + tmp->magic;
1111
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1112 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1113 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115
1176 if (weapon_speed < 0) 1116 if (weapon_speed < 0)
1177 weapon_speed = 0; 1117 weapon_speed = 0;
1118
1178 op->slaying = tmp->slaying; 1119 slaying = tmp->slaying;
1120
1179 /* If there is desire that two handed weapons should do 1121 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1122 * extra strength damage, this is where the code should
1181 * go. 1123 * go.
1182 */ 1124 */
1183 op->current_weapon = tmp; 1125
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1126 if (type == PLAYER)
1127 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += tmp->weight * 3 / 1000;
1129 }
1186 1130
1187 break; 1131 break;
1188 1132
1189 case ARMOUR: /* Only the best of these three are used: */ 1133 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1134 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1135 contr->encumbrance += tmp->weight / 1000;
1192 1136
1193 case BRACERS: 1137 case BRACERS:
1194 case FORCE: 1138 case FORCE:
1195 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1196 { 1140 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1144 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1145 }
1202 else 1146 else
1203 wc += tmp->stats.wc + tmp->magic; 1147 wc += tmp->stats.wc + tmp->magic;
1204 } 1148 }
1149
1205 if (tmp->stats.ac) 1150 if (tmp->stats.ac)
1206 { 1151 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1152 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1153 {
1209 ac += best_ac; /* Remove last bonus */ 1154 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1155 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1156 }
1212 else /* To nullify the below effect */ 1157 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1158 ac += tmp->stats.ac + tmp->magic;
1214 } 1159 }
1160
1215 if (tmp->stats.wc) 1161 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1162 wc -= (tmp->stats.wc + tmp->magic);
1163
1217 if (tmp->stats.ac) 1164 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1165 ac -= (tmp->stats.ac + tmp->magic);
1166
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1168 max = ARMOUR_SPEED (tmp) / 10.f;
1169
1221 break; 1170 break;
1222 } /* switch tmp->type */ 1171 } /* switch tmp->type */
1223 } /* item is equipped */ 1172 } /* item is equipped */
1224 } /* for loop of items */ 1173 } /* for loop of items */
1225 1174
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1182 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1183 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1184 */
1236 for (i = 0; i < NROFATTACKS; i++) 1185 for (i = 0; i < NROFATTACKS; i++)
1237 { 1186 {
1238 op->resist[i] = prot[i] - vuln[i]; 1187 resist[i] = prot[i] - vuln[i];
1188
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1240 op->resist[i] = potion_resist[i]; 1190 resist[i] = potion_resist[i];
1241 } 1191 }
1242 1192
1243 /* Figure out the players sp/mana/hp totals. */ 1193 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER) 1194 if (type == PLAYER)
1245 { 1195 {
1246 int pl_level; 1196 int pl_level;
1247 1197
1248 check_stat_bounds (&(op->stats)); 1198 check_stat_bounds (&(stats));
1249 pl_level = op->level; 1199 pl_level = level;
1250 1200
1251 if (pl_level < 1) 1201 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1253 1203
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1204 /* 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. 1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1206 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1258 { 1208 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1211 if (i % 2 && con_bonus[stats.Con] % 2)
1261 { 1212 {
1262 if (con_bonus[op->stats.Con] > 0) 1213 if (con_bonus[stats.Con] > 0)
1263 j++; 1214 j++;
1264 else 1215 else
1265 j--; 1216 j--;
1266 } 1217 }
1218
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1220 }
1269 1221
1270 for (i = 11; i <= op->level; i++) 1222 for (i = 11; i <= level; i++)
1271 op->stats.maxhp += 2; 1223 stats.maxhp += 2;
1272 1224
1273 if (op->stats.hp > op->stats.maxhp) 1225 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1226 stats.hp = stats.maxhp;
1275 1227
1276 /* Sp gain is controlled by the level of the player's 1228 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1229 * relevant experience object (mana_obj, see above)
1278 */ 1230 */
1279 /* following happen when skills system is not used */ 1231 /* following happen when skills system is not used */
1280 if (!mana_obj) 1232 if (!mana_obj)
1281 mana_obj = op; 1233 mana_obj = this;
1234
1282 if (!grace_obj) 1235 if (!grace_obj)
1283 grace_obj = op; 1236 grace_obj = this;
1237
1284 /* set maxsp */ 1238 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1239 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1240 mana_obj = this;
1287 1241
1288 if (mana_obj == op && op->type == PLAYER) 1242 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1243 stats.maxsp = 1;
1291 }
1292 else 1244 else
1293 { 1245 {
1294 sp_tmp = 0.0; 1246 sp_tmp = 0.f;
1247
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1248 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1296 { 1249 {
1297 float stmp; 1250 float stmp;
1298 1251
1299 /* Got some extra bonus at first level */ 1252 /* Got some extra bonus at first level */
1300 if (i < 2) 1253 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); 1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1255 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; 1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1257
1308 if (stmp < 1.0) 1258 if (stmp < 1.f)
1309 stmp = 1.0; 1259 stmp = 1.f;
1260
1310 sp_tmp += stmp; 1261 sp_tmp += stmp;
1311 } 1262 }
1263
1312 op->stats.maxsp = (int) sp_tmp; 1264 stats.maxsp = (sint16)sp_tmp;
1313 1265
1314 for (i = 11; i <= mana_obj->level; i++) 1266 for (i = 11; i <= mana_obj->level; i++)
1315 op->stats.maxsp += 2; 1267 stats.maxsp += 2;
1316 } 1268 }
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1269 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1270 if (stats.sp > stats.maxsp * 2)
1319 op->stats.sp = op->stats.maxsp * 2; 1271 stats.sp = stats.maxsp * 2;
1320 1272
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1274 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1275 grace_obj = this;
1324 1276
1325 if (grace_obj == op && op->type == PLAYER) 1277 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1278 stats.maxgrace = 1;
1328 }
1329 else 1279 else
1330 { 1280 {
1331 /* store grace in a float - this way, the divisions below don't create 1281 /* 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 1282 * 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 1283 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1284 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1285 */
1336 sp_tmp = 0.0; 1286 sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1338 { 1288 {
1339 float grace_tmp = 0.0; 1289 float grace_tmp = 0.f;
1340 1290
1341 /* Got some extra bonus at first level */ 1291 /* Got some extra bonus at first level */
1342 if (i < 2) 1292 if (i < 2)
1343 { 1293 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 1294 else
1348 { 1295 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] 1296
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0) 1297 if (grace_tmp < 1.f)
1353 grace_tmp = 1.0; 1298 grace_tmp = 1.f;
1299
1354 sp_tmp += grace_tmp; 1300 sp_tmp += grace_tmp;
1355 } 1301 }
1302
1356 op->stats.maxgrace = (int) sp_tmp; 1303 stats.maxgrace = (sint16)sp_tmp;
1357 1304
1358 /* two grace points per level after 11 */ 1305 /* two grace points per level after 11 */
1359 for (i = 11; i <= grace_obj->level; i++) 1306 for (i = 11; i <= grace_obj->level; i++)
1360 op->stats.maxgrace += 2; 1307 stats.maxgrace += 2;
1361 } 1308 }
1362 /* No limit on grace vs maxgrace */ 1309 /* No limit on grace vs maxgrace */
1363 1310
1364 if (op->contr->braced) 1311 if (contr->braced)
1365 { 1312 {
1366 ac += 2; 1313 ac += 2;
1367 wc += 4; 1314 wc += 4;
1368 } 1315 }
1369 else 1316 else
1370 ac -= dex_bonus[op->stats.Dex]; 1317 ac -= dex_bonus[stats.Dex];
1371 1318
1372 /* In new exp/skills system, wc bonuses are related to 1319 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1320 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1321 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1322 * I changed this slightly so that wc bonuses are better
1379 * we give the player a bonus here in wc and dam 1326 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1327 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1328 * monster bonus the same as before. -b.t.
1382 */ 1329 */
1383 1330
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1331 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1385 { 1332 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1333 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334
1387 for (i = 1; i < wc_obj->level; i++) 1335 for (i = 1; i < wc_obj->level; i++)
1388 { 1336 {
1389 /* addtional wc every 6 levels */ 1337 /* addtional wc every 6 levels */
1390 if (!(i % 6)) 1338 if (!(i % 6))
1391 wc--; 1339 wc--;
1340
1392 /* addtional dam every 4 levels. */ 1341 /* addtional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1343 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1344 }
1396 } 1345 }
1397 else 1346 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1347 wc -= level + thaco_bonus[stats.Str];
1399 1348
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1349 stats.dam += dam_bonus[stats.Str];
1401 1350
1402 if (op->stats.dam < 1) 1351 if (stats.dam < 1)
1403 op->stats.dam = 1; 1352 stats.dam = 1;
1404 1353
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1354 speed = 1.f + speed_bonus[stats.Dex];
1355
1406 if (settings.search_items && op->contr->search_str[0]) 1356 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1357 speed -= 1;
1358
1408 if (op->attacktype == 0) 1359 if (attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype; 1360 attacktype = arch->clone.attacktype;
1410 1361
1411 } /* End if player */ 1362 } /* End if player */
1412 1363
1413 if (added_speed >= 0) 1364 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1365 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1366 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1367 speed /= 1.f - added_speed;
1417 1368
1418 /* Max is determined by armour */ 1369 /* Max is determined by armour */
1419 if (op->speed > max) 1370 if (speed > max)
1420 op->speed = max; 1371 speed = max;
1421 1372
1422 if (op->type == PLAYER) 1373 if (type == PLAYER)
1423 { 1374 {
1424 /* f is a number the represents the number of kg above (positive num) 1375 /* 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 1376 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1377 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1378 * much above he is, and what is max carry is
1428 */ 1379 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1380 f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1381 if (f > 0)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1382 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1383 }
1433 1384
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1385 speed += bonus_speed / 10.f; /* Not affected by limits */
1435 1386
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1387 /* 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. 1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1438 */ 1389 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1390 speed = speed * speed_reduce_from_disease;
1440 1391
1441 if (op->speed < 0.01 && op->type == PLAYER) 1392 if (speed < 0.01f && type == PLAYER)
1442 op->speed = 0.01; 1393 speed = 0.01f;
1443 1394
1444 if (op->type == PLAYER) 1395 if (type == PLAYER)
1445 { 1396 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1397 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1398 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1399 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1400 * that would just be a real pain to read.
1452 */ 1401 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1402 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1403 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1404 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1405 float s = 2 - weapon_speed / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1406 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1407 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; 1408
1409 K *= (4 + level) *1.2f / (6 + level);
1410
1460 if (K <= 0) 1411 if (K <= 0.f)
1461 K = 0.01; 1412 K = 0.01f;
1413
1462 S = op->speed / (K * s); 1414 float S = speed / (K * s);
1415
1463 op->contr->weapon_sp = S; 1416 contr->weapon_sp = S;
1464 } 1417 }
1418
1465 /* I want to limit the power of small monsters with big weapons: */ 1419 /* 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) 1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1421 stats.dam = arch->clone.stats.dam * 3;
1468 1422
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1423 /* 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, 1424 * should be more than enough - remember, AC is also in 8 bits,
1471 * so its value is the same. 1425 * so its value is the same.
1472 */ 1426 */
1473 if (wc > 120) 1427 if (wc > 120)
1474 wc = 120; 1428 wc = 120;
1475 else if (wc < -120) 1429 else if (wc < -120)
1476 wc = -120; 1430 wc = -120;
1431
1477 op->stats.wc = wc; 1432 stats.wc = wc;
1478 1433
1479 if (ac > 120) 1434 if (ac > 120)
1480 ac = 120; 1435 ac = 120;
1481 else if (ac < -120) 1436 else if (ac < -120)
1482 ac = -120; 1437 ac = -120;
1438
1483 op->stats.ac = ac; 1439 stats.ac = ac;
1484 1440
1485 /* if for some reason the creature doesn't have any move type, 1441 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1442 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1443 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1444 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1445 * one or the other.
1490 */ 1446 */
1491 if (op->move_type == 0) 1447 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1448 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1450 move_type &= ~MOVE_WALK;
1495 1451
1496 update_ob_speed (op); 1452 if (speed != old_speed)
1453 set_speed (speed);
1497 1454
1498 /* It is quite possible that a player's spell costing might have changed, 1455 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1456 * so we will check that now.
1500 */ 1457 */
1501 if (op->type == PLAYER) 1458 if (type == PLAYER)
1459 {
1460 esrv_update_stats (contr);
1502 esrv_update_spells (op->contr); 1461 esrv_update_spells (contr);
1462 }
1463
1464 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0;
1503} 1467}
1504 1468
1505/* 1469/*
1506 * Returns true if the given player is a legal class. 1470 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1471 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1472 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1473 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1474 * false otherwise.
1511 */ 1475 */
1512
1513int 1476int
1514allowed_class (const object *op) 1477allowed_class (const object *op)
1515{ 1478{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1479 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1480 && op->stats.Str > 0
1481 && op->stats.Con > 0
1482 && op->stats.Int > 0
1483 && op->stats.Wis > 0
1484 && op->stats.Pow > 0
1485 && op->stats.Cha > 0;
1518} 1486}
1519 1487
1520/* 1488/*
1521 * set the new dragon name after gaining levels or 1489 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1490 * changing ability focus (later this can be extended to
1593 object *skin = NULL; /* pointer to dragon skin force */ 1561 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1562 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1563 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1564
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1565 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1569 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1570 if (tmp->type == FORCE)
1601 {
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1571 if (tmp->arch->name == dragon_ability_force)
1603 abil = tmp; 1572 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1573 else if (tmp->arch->name == dragon_skin_force)
1605 skin = tmp; 1574 skin = tmp;
1606 } 1575
1607 }
1608 /* if the force is missing -> bail out */ 1576 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1577 if (abil == NULL)
1610 return; 1578 return;
1611 1579
1612 /* The ability_force keeps track of maximum level ever achieved. 1580 /* The ability_force keeps track of maximum level ever achieved.
1663 */ 1631 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1633 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1634 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1635 insert_ob_in_ob (skill_obj, op);
1636
1668 if (op->contr) 1637 if (op->contr)
1669 { 1638 {
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1672 } 1642 }
1643
1673 return skill_obj; 1644 return skill_obj;
1674} 1645}
1675 1646
1676 1647
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1648/* 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; 1673 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); 1674 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; 1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1676 }
1706 1677
1707 fix_player (who); 1678 who->update_stats ();
1708 if (op->level > 1) 1679 if (op->level > 1)
1709 { 1680 {
1710 if (op->type != PLAYER) 1681 if (op->type != PLAYER)
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1712 else 1683 else
1717 player_lvl_adj (who, op); /* To increase more levels */ 1688 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1689 }
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1691 {
1721 op->level--; 1692 op->level--;
1722 fix_player (who); 1693 who->update_stats ();
1723 if (op->type != PLAYER) 1694 if (op->type != PLAYER)
1724 { 1695 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1696 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); 1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1698 }
1728 player_lvl_adj (who, op); /* To decrease more levels */ 1699 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1700 }
1701
1730 /* check if the spell data has changed */ 1702 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1731 esrv_update_spells (who->contr); 1704 esrv_update_spells (who->contr);
1732} 1705}
1733 1706
1734/* 1707/*
1735 * Returns how much experience is needed for a player to become 1708 * Returns how much experience is needed for a player to become
1739sint64 1712sint64
1740level_exp (int level, double expmul) 1713level_exp (int level, double expmul)
1741{ 1714{
1742 if (level > settings.max_level) 1715 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1744 return (sint64) (expmul * levels[level]); 1718 return (sint64) (expmul * levels[level]);
1745} 1719}
1746 1720
1747/* 1721/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1722 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1743 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1744 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1745 op->perm_exp = MAX_EXPERIENCE;
1772} 1746}
1773 1747
1774
1775/* Add experience to a player - exp should only be positive. 1748/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1749 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1750 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1751 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1752 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1753 * flag is what to do if the player doesn't have the skill:
1781 */ 1754 */
1782
1783static void 1755static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1757{
1786 object *skill_obj = NULL; 1758 object *skill_obj = NULL;
1787 sint64 limit, exp_to_add; 1759 sint64 limit, exp_to_add;
1788 int i; 1760 int i;
1789 1761
1790 /* prevents some forms of abuse. */ 1762 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1763 if (op->contr->braced)
1792 exp = exp / 5; 1764 exp /= 5;
1793 1765
1794 /* Try to find the matching skill. 1766 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1767 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1768 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1769 * the players inventory.
1798 */ 1770 */
1799 if (skill_name) 1771 if (skill_name)
1800 { 1772 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1773 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)); 1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1905 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
1935 } 1907 }
1936 } 1908 }
1909
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1910 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1911 {
1939 del_exp = check_exp_loss (op, exp); 1912 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1913 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
1942 } 1915 }
1943} 1916}
1944
1945
1946 1917
1947/* change_exp() - changes experience to a player/monster. This 1918/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1919 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1920 *
1950 * The exp passed is typically not modified much by this function - 1921 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1922 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1923 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1924 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1925 * these last two values are only used for players.
1955 */ 1926 */
1956
1957void 1927void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1928change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1929{
1960
1961#ifdef EXP_DEBUG 1930#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" I64_PFd "\n", query_name (op), exp); 1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1932#endif
1964 1933
1965 /* safety */ 1934 /* safety */
1966 if (!op) 1935 if (!op)
1967 { 1936 {
2006 else 1975 else
2007 /* note that when you lose exp, it doesn't go against 1976 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1977 * a particular skill, so we don't need to pass that
2009 * along. 1978 * along.
2010 */ 1979 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1980 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1981 }
2014} 1982}
2015 1983
2016/* Applies a death penalty experience, the size of this is defined by the 1984/* 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 1985 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1986 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1987 */
2020
2021void 1988void
2022apply_death_exp_penalty (object *op) 1989apply_death_exp_penalty (object *op)
2023{ 1990{
2024 object *tmp; 1991 object *tmp;
2025 sint64 loss; 1992 sint64 loss;
2070 if (level > MAX_SAVE_LEVEL) 2037 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 2038 level = MAX_SAVE_LEVEL;
2072 2039
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2040 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 2041 return 0;
2042
2075 return 1; 2043 return 1;
2076} 2044}

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