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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
284{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375 288
376 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
379 */ 292 */
380 object_pod refop = *op; 293 object_copy refop = *op;
381 294
382 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
383 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
384 potion_max=1; 299 potion_max = 1;
385 for(j=0;j<NUM_STATS;j++) { 300 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 301 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 302 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 303 int i = tmp->stats.stat (j);
390 304
391 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 306 int nstat = flag * i + ostat;
393 307
394 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
395 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
397 * to allow for that. 311 * to allow for that.
398 */ 312 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
402 } 322 }
403 if (nstat != ostat) { 323 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat); 324 {
325 /* potion is useless - player has already hit the natural maximum */
405 potion_max=0; 326 potion_max = 1;
406 } 327 }
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1;
410 } 328 }
411 } 329
412 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 332 * recalculates this anyway.
415 */ 333 */
416 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
418 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 338 } /* end of potion handling code */
420 } 339 }
421 340
422 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 342 * everything to set
424 */ 343 */
425 if(flag == -1) { 344 if (flag == -1)
345 {
426 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 351 * and not the other move_ fields.
432 */ 352 */
433 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
434 } 354 }
435 355
436 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
439 */ 359 */
440 fix_player(op); 360 op->update_stats ();
441 361
442 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 363 * print out message if this is a bow.
444 */ 364 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
446 success=1; 367 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red.");
449 } 369 }
370
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372 {
451 success=1; 373 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore.");
454 } 375 }
376
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378 {
456 success=1; 379 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away.");
459 } 381 }
382
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384 {
461 success=1; 385 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 387 }
388
465 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 393 * from fly high)
470 */ 394 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != refop.move_type)
396 {
472 success=1; 397 success = 1;
473 398
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
476 */ 401 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
479 } 405 }
480 406
481 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
482 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 410 * in that case, you don't actually land
484 */ 411 */
485 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 414 }
415
489 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491 418
492 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op); 420 check_move_on (op, op);
494 } 421 }
495 422
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 424 * originally undead may change their status
498 */ 425 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
501 success=1; 429 success = 1;
502 if(flag>0) { 430 if (flag > 0)
431 {
503 op->race = "undead"; 432 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434 }
505 } else { 435 else
436 {
506 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
508 } 439 }
509 } 440 }
510 441
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443 {
512 success=1; 444 success = 1;
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
514 } 446 }
447
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449 {
516 success=1; 450 success = 1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
518 } 452 }
453
519 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision 455 * vision
521 */ 456 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
458 {
523 success=1; 459 success = 1;
524 if(flag>0) { 460 if (flag > 0)
461 {
525 if(QUERY_FLAG(op,FLAG_WIZ)) 462 if (QUERY_FLAG (op, FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
527 else { 464 else
465 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
529 SET_FLAG(op,FLAG_BLIND); 467 SET_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 468 if (op->type == PLAYER)
531 op->contr->do_los=1; 469 op->contr->do_los = 1;
470 }
532 } 471 }
533 } else { 472 else
473 {
534 if(QUERY_FLAG(op,FLAG_WIZ)) 474 if (QUERY_FLAG (op, FLAG_WIZ))
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
536 else { 476 else
477 {
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
538 CLEAR_FLAG(op,FLAG_BLIND); 479 CLEAR_FLAG (op, FLAG_BLIND);
539 if(op->type==PLAYER) 480 if (op->type == PLAYER)
540 op->contr->do_los=1; 481 op->contr->do_los = 1;
541 }
542 } 482 }
483 }
543 } 484 }
544 485
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487 {
546 success=1; 488 success = 1;
547 if(op->type==PLAYER) 489 if (op->type == PLAYER)
548 op->contr->do_los=1; 490 op->contr->do_los = 1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 } 492 }
551 493
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495 {
553 success=1; 496 success = 1;
554 if(flag>0) { 497 if (flag > 0)
498 {
555 if(QUERY_FLAG(op,FLAG_WIZ)) 499 if (QUERY_FLAG (op, FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
557 else { 501 else
502 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
559 if(op->type==PLAYER) 504 if (op->type == PLAYER)
560 op->contr->do_los=1; 505 op->contr->do_los = 1;
506 }
561 } 507 }
562 } else { 508 else
509 {
563 if(QUERY_FLAG(op,FLAG_WIZ)) 510 if (QUERY_FLAG (op, FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
565 else { 512 else
513 {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
567 if(op->type==PLAYER) 515 if (op->type == PLAYER)
568 op->contr->do_los=1; 516 op->contr->do_los = 1;
569 }
570 } 517 }
518 }
571 } 519 }
572 520
573 if(tmp->stats.luck) { 521 if (tmp->stats.luck)
522 {
574 success=1; 523 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 } 525 }
577 526
578 if(tmp->stats.hp && op->type==PLAYER) { 527 if (tmp->stats.hp && op->type == PLAYER)
528 {
579 success=1; 529 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!");
582 } 531 }
583 532
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
534 {
585 success=1; 535 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane.");
588 } 537 }
589 538
590 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
592 success=1; 542 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy.");
595 } 544 }
596 545
597 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
598 success=1; 548 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up.");
601 } 550 }
602 551
603 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 553 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 554 {
555 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */
557
607 if (op->resist[i] != refop.resist[i]) { 558 if (op->resist[i] != refop.resist[i])
559 {
608 success=1; 560 success = 1;
609 if (op->resist[i] > refop.resist[i]) 561 if (op->resist[i] > refop.resist[i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
611 change_resist_msg[i], op->resist[i]);
612 else 563 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
614 change_resist_msg[i], op->resist[i]); 565
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++)
617 } 573 {
618 } 574 if (int i = tmp->stats.stat (j))
619 575 {
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1; 576 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 }
626 } 578 }
579 }
627 } 580 }
581
628 return success; 582 return success;
629} 583}
630 584
631/* 585/*
632 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 588 */
635 589void
636void drain_stat(object *op) { 590object::drain_stat ()
591{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
638} 593}
639 594
595void
640void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
641 object *tmp; 598 object *tmp;
642 archetype *at; 599 archetype *at;
643 600
644 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
645 if (!at) { 602 if (!at)
603 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 605 return;
606 }
648 } else { 607 else
608 {
649 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
650 if (!tmp) { 611 if (!tmp)
612 {
651 tmp = arch_to_object(at); 613 tmp = arch_to_object (at);
652 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
654 } 616 }
655 } 617 }
656 618
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 621 update_stats ();
660} 622}
661 623
662/* 624/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 626 * via an applied bad_luck object.
665 */ 627 */
666 628void
667void change_luck(object *op, int value) { 629object::change_luck (int value)
668 object *tmp; 630{
669 archetype *at; 631 archetype *at = archetype::find ("luck");
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 632 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 634 else
635 {
676 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
677 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
678 if (!value) 648 if (value)
679 return; 649 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 652 * in op itself).
688 */ 653 */
689 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
690 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
691 op->stats.luck+=value; 658 stats.luck += value;
692 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
693 } 661 }
694 } else { 662 else
663 {
695 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
696 return; 665 return;
697 } 666
698 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
700 */ 669 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
702 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
703 op->stats.luck += diff; 674 stats.luck += diff;
704 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
705 } 677 }
706 }
707 } 678 }
708} 679}
709 680
710/* 681/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 683 */
713 684void
714void remove_statbonus(object *op) { 685object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 686{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 688 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 692 }
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729} 693}
730 694
731/* 695/*
732 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 697 */
734 698void
735void add_statbonus(object *op) { 699object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 700{
737 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 702 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 706 }
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750} 707}
751 708
752/* 709/*
753 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
758 */ 715 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
761 */ 718 */
762 719void
763void fix_player(object *op) { 720object::update_stats ()
721{
764 int i,j; 722 int i, j;
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 724 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
770 729
771 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 731 if (type == PLAYER)
732 {
773 for(i=0;i<NUM_STATS;i++) { 733 for (i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 734 stats.stat (i) = contr->orig_stats.stat (i);
775 } 735
776 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 737 contr->encumbrance = 0;
778 738
779 op->attacktype=0; 739 attacktype = 0;
740
780 op->contr->digestion = 0; 741 contr->digestion = 0;
781 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 746 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 747 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
798 op->slaying = 0; 752 slaying = 0;
799 753
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 754 if (!QUERY_FLAG (this, FLAG_WIZ))
755 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 758 }
804 759
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 763
817 op->path_attuned=op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
822 op->chosen_skill = NULL; 775 chosen_skill = 0;
823 776
824 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
825 * archetype clone 778 * archetype clone
826 */ 779 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
828 781
829 for (i=0;i<NROFATTACKS;i++) { 782 for (i = 0; i < NROFATTACKS; i++)
783 {
830 if (op->resist[i] > 0) 784 if (resist[i] > 0)
831 prot[i]= op->resist[i], vuln[i]=0; 785 prot[i] = resist[i], vuln[i] = 0;
832 else 786 else
833 vuln[i]= -(op->resist[i]), prot[i]=0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
834 potion_resist[i]=0; 789 potion_resist[i] = 0;
835 } 790 }
836
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 791
792 wc = arch->stats.wc;
793 stats.dam = arch->stats.dam;
794
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
841 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
842 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down 800 * that their protection from physical goes down
846 */ 801 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
850 } 806 }
851 else 807 else
852 ac=op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
853 809
854 op->stats.luck=op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
855 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
856 812
857 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
859 */ 815 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 816 for (tmp = inv; tmp; tmp = tmp->below)
862 /* See note in map.c:update_position about making this additive 817 {
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion 818 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil 819 * applied so we can tell the player what changed. But change_abil
869 * then calls this function. 820 * then calls this function.
870 */ 821 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
872 continue; 823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
873 } 827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
874 830
875 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) { 832 if (tmp->type == SKILL)
833 {
877 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) { 835 if (IS_MANA_SKILL (tmp->subtype))
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 } 836 {
837 if (!mana_obj)
838 mana_obj = tmp;
839 else if (tmp->level > mana_obj->level)
840 mana_obj = tmp;
841 }
842
882 if (IS_GRACE_SKILL(tmp->subtype)) { 843 if (IS_GRACE_SKILL (tmp->subtype))
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 } 844 {
845 if (!grace_obj)
846 grace_obj = tmp;
847 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp;
886 } 849 }
850 }
887 851
888 /* Container objects are not meant to adjust a players, but other applied 852 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments. 853 * objects need to make adjustments.
890 * This block should handle all player specific changes 854 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put 855 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those. 856 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below, 857 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used 858 * because the skill shouldn't count against body positions being used
895 * up, etc. 859 * up, etc.
896 */ 860 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING))
866 {
867 if (type == PLAYER)
868 {
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
899 if(op->type==PLAYER) { 872 && !tmp->flag [FLAG_CURSED]
900 if (tmp->type == BOW) 873 && !tmp->flag [FLAG_DAMNED])
901 op->contr->ranges[range_bow] = tmp; 874 continue;
902 875
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++) 876 for (i = 0; i < NUM_STATS; i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 877 change_attr_value (&stats, i, tmp->stats.stat (i));
908 878
909 /* these are the items that currently can change digestion, regeneration, 879 /* These are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary 880 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array. 881 * list, but other items store other info into stats array.
912 */ 882 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 883 if (tmp->type == WEAPON || tmp->type == BOW ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 884 tmp->type == ARMOUR || tmp->type == HELMET ||
915 (tmp->type == SHIELD) || (tmp->type == RING) || 885 tmp->type == SHIELD || tmp->type == RING ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 886 tmp->type == BOOTS || tmp->type == GLOVES ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 887 tmp->type == AMULET || tmp->type == GIRDLE ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 888 tmp->type == BRACERS || tmp->type == CLOAK ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) || 889 tmp->type == DISEASE || tmp->type == FORCE ||
920 (tmp->type == SKILL)) { 890 tmp->type == SKILL)
891 {
921 op->contr->digestion += tmp->stats.food; 892 contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp; 893 contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp; 894 contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace; 895 contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 896 contr->gen_sp_armour += tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power; 897 contr->item_power += tmp->item_power;
927 } 898 }
928 } /* if this is a player */ 899 } /* if this is a player */
900 else
901 {
902 if (tmp->type == WEAPON)
903 current_weapon = tmp;
904 }
929 905
930 /* Update slots used for items */ 906 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 907 if (QUERY_FLAG (tmp, FLAG_APPLIED))
932 for (i=0; i<NUM_BODY_LOCATIONS; i++) 908 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i]; 909 slot[i].used += tmp->slot[i].info;
910
911 if (tmp->type == SYMPTOM)
934 } 912 {
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0; 913 speed_reduce_from_disease = tmp->last_sp / 100.f;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940 914
915 if (speed_reduce_from_disease == 0)
916 speed_reduce_from_disease = 1;
917 }
918
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 919 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.) 920 * (Negative protections are calculated exactly like positive.)
943 * Resistance from potions are treated special as well. If there's 921 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken. 922 * more than one potion-effect, the bigger prot.-value is taken.
945 */ 923 */
946 if (tmp->type != POTION) { 924 if (tmp->type != POTION)
925 {
947 for (i=0; i<NROFATTACKS; i++) { 926 for (i = 0; i < NROFATTACKS; i++)
927 {
948 /* Potential for cursed potions, in which case we just can use 928 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero. 929 * a straight MAX, as potion_resist is initialised to zero.
950 */ 930 */
951 if (tmp->type==POTION_EFFECT) { 931 if (tmp->type == POTION_EFFECT)
932 {
952 if (potion_resist[i]) 933 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
954 else 935 else
955 potion_resist[i] = tmp->resist[i]; 936 potion_resist[i] = tmp->resist[i];
956 } 937 }
957 else if (tmp->resist[i] > 0) 938 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
959 else if (tmp->resist[i] < 0) 940 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 941 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
961 } 942 }
962 } 943 }
963 944
964 /* There may be other things that should not adjust the attacktype */ 945 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM) 946 if (tmp->type != SYMPTOM)
947 {
966 op->attacktype|=tmp->attacktype; 948 attacktype |= tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned; 949 path_attuned |= tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled; 950 path_repelled |= tmp->path_repelled;
970 op->path_denied|=tmp->path_denied; 951 path_denied |= tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type; 952 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck;
954 }
973 955
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
981 963
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD); 965 SET_FLAG (this, FLAG_UNDEAD);
984 966
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 } 968 {
969 SET_FLAG (this, FLAG_MAKE_INVIS);
970 invisible = 1;
971 }
989 972
990 if(tmp->stats.exp && tmp->type!=SKILL) { 973 if (tmp->stats.exp && tmp->type != SKILL)
974 {
991 if(tmp->stats.exp > 0) { 975 if (tmp->stats.exp > 0)
976 {
992 added_speed+=(float)tmp->stats.exp/3.0; 977 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 978 bonus_speed += tmp->stats.exp / 3.f + 1.f;
979 }
994 } else 980 else
995 added_speed+=(float)tmp->stats.exp; 981 added_speed += tmp->stats.exp;
982 }
983
984 switch (tmp->type)
996 } 985 {
986#if 0
987 case WAND:
988 case ROD:
989 case HORN:
990 if (type != PLAYER || current_weapon == tmp)
991 chosen_skill = tmp;
992 break;
993#endif
997 994
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */ 995 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */ 996 /* for all skills and skill granting objects */
1001 case SKILL: 997 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 998 {
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break;
1003 1001
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) { 1002 if (chosen_skill)
1003 {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1005 &name, &chosen_skill->name, &tmp->name);
1006
1007 tmp->flag [FLAG_APPLIED] = false;
1008 update_stats ();
1009 return;
1008 } 1010 }
1011 else
1009 op->chosen_skill = tmp; 1012 chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1013
1014 if (tmp->stats.dam > 0)
1015 { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1016 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp); 1017 weapon_speed = WEAPON_SPEED (tmp);
1018
1019 if (weapon_speed < 0)
1013 if(weapon_speed<0) weapon_speed = 0; 1020 weapon_speed = 0;
1021
1014 weapon_weight=tmp->weight; 1022 weapon_weight = tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1023 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1024
1025 if (tmp->magic)
1016 if(tmp->magic) op->stats.dam += tmp->magic; 1026 stats.dam += tmp->magic;
1017 } 1027 }
1028
1018 if(tmp->stats.wc) 1029 if (tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic); 1030 wc -= tmp->stats.wc + tmp->magic;
1020 1031
1021 if (tmp->slaying!=NULL) 1032 if (tmp->slaying)
1022 op->slaying = tmp->slaying; 1033 slaying = tmp->slaying;
1023 1034
1024 if(tmp->stats.ac) 1035 if (tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic); 1036 ac -= tmp->stats.ac + tmp->magic;
1037
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1039 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1028 if (op->type == PLAYER) 1040 }
1029 op->contr->ranges[range_skill] = op; 1041
1030 break; 1042 break;
1031 1043
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD: 1044 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1044 case RING: 1047 case RING:
1045 case AMULET: 1048 case AMULET:
1046 case GIRDLE: 1049 case GIRDLE:
1047 case HELMET: 1050 case HELMET:
1048 case BOOTS: 1051 case BOOTS:
1049 case GLOVES: 1052 case GLOVES:
1050 case CLOAK: 1053 case CLOAK:
1051 if(tmp->stats.wc) 1054 if (tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1056
1053 if(tmp->stats.dam) 1057 if (tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1055 if(tmp->stats.ac) 1060 if (tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1057 break; 1063 break;
1058 1064
1065 case BOW:
1059 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1060 wc-=(tmp->stats.wc+tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1070
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1062 ac-=tmp->stats.ac+tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1073
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight=tmp->weight; 1075 weapon_weight = tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1066 if(weapon_speed<0) weapon_speed=0; 1078 if (weapon_speed < 0)
1079 weapon_speed = 0;
1080
1067 op->slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1068 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1070 * go. 1085 * go.
1071 */ 1086 */
1072 op->current_weapon = tmp; 1087
1088 if (type == PLAYER)
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1089 if (settings.spell_encumbrance)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 } 1091 }
1090 if(tmp->stats.ac) { 1092
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break; 1093 break;
1094
1095 case ARMOUR: /* Only the best of these three are used: */
1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1097 contr->encumbrance += tmp->weight / 1000;
1098
1099 case BRACERS:
1100 case FORCE:
1101 if (tmp->stats.wc)
1102 {
1103 if (best_wc < tmp->stats.wc + tmp->magic)
1104 {
1105 wc += best_wc;
1106 best_wc = tmp->stats.wc + tmp->magic;
1107 }
1108 else
1109 wc += tmp->stats.wc + tmp->magic;
1110 }
1111
1112 if (tmp->stats.ac)
1113 {
1114 if (best_ac < tmp->stats.ac + tmp->magic)
1115 {
1116 ac += best_ac; /* Remove last bonus */
1117 best_ac = tmp->stats.ac + tmp->magic;
1118 }
1119 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic;
1121 }
1122
1123 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1126 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1132 break;
1103 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1104 } /* item is equipped */ 1134 } /* item is equipped */
1105 } /* for loop of items */ 1135 } /* for loop of items */
1106 1136
1107 /* We've gone through all the objects the player has equipped. For many things, we 1137 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign. 1138 * have generated intermediate values which we now need to assign.
1109 */ 1139 */
1110 1140
1111 /* 'total resistance = total protections - total vulnerabilities'. 1141 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection 1142 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'. 1143 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1116 */ 1146 */
1117 for (i=0; i<NROFATTACKS; i++) { 1147 for (i = 0; i < NROFATTACKS; i++)
1148 {
1118 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1122 } 1153 }
1123 1154
1124 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) { 1156 if (type == PLAYER)
1157 {
1126 int pl_level; 1158 int pl_level;
1127 1159
1128 check_stat_bounds(&(op->stats)); 1160 check_stat_bounds (&(stats));
1129 pl_level=op->level; 1161 pl_level = level;
1130 1162
1163 if (pl_level < 1)
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1132 1165
1133 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */ 1168 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1138 if(i%2 && con_bonus[op->stats.Con]%2) { 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1139 if (con_bonus[op->stats.Con]>0) 1175 if (con_bonus[stats.Con] > 0)
1140 j++; 1176 j++;
1141 else 1177 else
1142 j--; 1178 j--;
1143 } 1179 }
1180
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1145 } 1182 }
1146 1183
1147 for(i=11;i<=op->level;i++) 1184 for (i = 11; i <= level; i++)
1148 op->stats.maxhp+=2; 1185 stats.maxhp += 2;
1149 1186
1150 if(op->stats.hp>op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1151 op->stats.hp=op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1152 1189
1153 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1155 */ 1192 */
1156 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op; 1194 if (!mana_obj)
1158 if(!grace_obj) grace_obj = op; 1195 mana_obj = this;
1196
1197 if (!grace_obj)
1198 grace_obj = this;
1199
1159 /* set maxsp */ 1200 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1202 mana_obj = this;
1161 1203
1162 if (mana_obj == op && op->type == PLAYER) { 1204 if (mana_obj == this && type == PLAYER)
1163 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1164 } else { 1206 else
1207 {
1165 sp_tmp=0.0; 1208 sp_tmp = 0.f;
1209
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1211 {
1167 float stmp; 1212 float stmp;
1168 1213
1169 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1170 if(i<2) { 1215 if (i < 2)
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else { 1217 else
1174 stmp=(float)op->contr->levsp[i] 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1219
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0; 1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1179 sp_tmp+=stmp; 1223 sp_tmp += stmp;
1180 } 1224 }
1225
1181 op->stats.maxsp=(int)sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1182 1227
1183 for(i=11;i<=mana_obj->level;i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1184 op->stats.maxsp+=2; 1229 stats.maxsp += 2;
1185 } 1230 }
1231
1186 /* Characters can get their sp supercharged via rune of transferrance */ 1232 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2) 1233 if (stats.sp > stats.maxsp * 2)
1188 op->stats.sp=op->stats.maxsp*2; 1234 stats.sp = stats.maxsp * 2;
1189 1235
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op; 1237 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this;
1192 1239
1193 if (grace_obj == op && op->type == PLAYER) { 1240 if (grace_obj == this && type == PLAYER)
1194 op->stats.maxgrace = 1; 1241 stats.maxgrace = 1;
1195 } else { 1242 else
1243 {
1196 /* store grace in a float - this way, the divisions below don't create 1244 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then 1245 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next 1246 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful. 1247 * step of 8 - with floats, even fractional ones are useful.
1200 */ 1248 */
1201 sp_tmp=0.0; 1249 sp_tmp = 0.f;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1251 {
1203 float grace_tmp=0.0; 1252 float grace_tmp = 0.f;
1204 1253
1205 /* Got some extra bonus at first level */ 1254 /* Got some extra bonus at first level */
1206 if(i<2) { 1255 if (i < 2)
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else { 1257 else
1210 grace_tmp=(float)op->contr->levgrace[i] 1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1211 +((float)grace_bonus[op->stats.Pow] + 1259
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1260 if (grace_tmp < 1.f)
1213 } 1261 grace_tmp = 1.f;
1214 if (grace_tmp<1.0) grace_tmp=1.0; 1262
1215 sp_tmp+=grace_tmp; 1263 sp_tmp += grace_tmp;
1216 } 1264 }
1265
1217 op->stats.maxgrace=(int)sp_tmp; 1266 stats.maxgrace = (sint16)sp_tmp;
1218 1267
1219 /* two grace points per level after 11 */ 1268 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++) 1269 for (i = 11; i <= grace_obj->level; i++)
1221 op->stats.maxgrace+=2; 1270 stats.maxgrace += 2;
1222 } 1271 }
1272
1223 /* No limit on grace vs maxgrace */ 1273 /* No limit on grace vs maxgrace */
1224 1274
1225 if(op->contr->braced) { 1275 if (contr->braced)
1226 ac+=2;
1227 wc+=4;
1228 } 1276 {
1277 ac += 2;
1278 wc += 4;
1279 }
1229 else 1280 else
1230 ac-=dex_bonus[op->stats.Dex]; 1281 ac -= dex_bonus[stats.Dex];
1231 1282
1232 /* In new exp/skills system, wc bonuses are related to 1283 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj) 1284 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t. 1285 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better 1286 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that 1287 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1 1288 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So 1289 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam 1290 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the 1291 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t. 1292 * monster bonus the same as before. -b.t.
1242 */ 1293 */
1294 object *wc_obj = chosen_skill;
1243 1295
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1296 if (contr && wc_obj && wc_obj->level > 1)
1297 {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1298 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299
1246 for(i=1;i<wc_obj->level;i++) { 1300 for (i = 1; i < wc_obj->level; i++)
1301 {
1247 /* addtional wc every 6 levels */ 1302 /* additional wc every 6 levels */
1248 if(!(i%6)) wc--; 1303 if (!(i % 6))
1304 wc--;
1305
1249 /* addtional dam every 4 levels. */ 1306 /* additional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1307 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1308 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1309 }
1252 } 1310 }
1253 } else 1311 else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]); 1312 wc -= level + thaco_bonus[stats.Str];
1255 1313
1256 op->stats.dam+=dam_bonus[op->stats.Str]; 1314 stats.dam += dam_bonus[stats.Str];
1257 1315
1258 if(op->stats.dam<1) 1316 if (stats.dam < 1)
1259 op->stats.dam=1; 1317 stats.dam = 1;
1260 1318
1261 op->speed=1.0+speed_bonus[op->stats.Dex]; 1319 speed = 1.f + speed_bonus[stats.Dex];
1320
1262 if (settings.search_items && op->contr->search_str[0]) 1321 if (settings.search_items && contr->search_str[0])
1263 op->speed -= 1; 1322 speed -= 1;
1323
1264 if (op->attacktype==0) 1324 if (attacktype == 0)
1265 op->attacktype=op->arch->clone.attacktype; 1325 attacktype = arch->attacktype;
1326 } /* End if player */
1266 1327
1267 } /* End if player */
1268
1269 if(added_speed>=0) 1328 if (added_speed >= 0)
1270 op->speed+=added_speed/10.0; 1329 speed += added_speed / 10.f;
1271 else /* Something wrong here...: */ 1330 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed); 1331 speed /= 1.f - added_speed;
1273 1332
1274 /* Max is determined by armour */ 1333 /* Max is determined by armour */
1275 if(op->speed>max) 1334 if (speed > max)
1276 op->speed=max; 1335 speed = max;
1277 1336
1278 if(op->type == PLAYER) { 1337 if (type == PLAYER)
1338 {
1279 /* f is a number the represents the number of kg above (positive num) 1339 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above 1340 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how 1341 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is 1342 * much above he is, and what is max carry is
1283 */ 1343 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1344 f = (carrying / 1000) - max_carry[stats.Str];
1345 if (f > 0)
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1346 speed = speed / (1.f + f / max_carry[stats.Str]);
1286 } 1347 }
1287 1348
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1349 speed += bonus_speed / 10.f; /* Not affected by limits */
1289 1350
1290 /* Put a lower limit on speed. Note with this speed, you move once every 1351 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */ 1353 */
1293 op->speed = op->speed * speed_reduce_from_disease; 1354 speed = speed * speed_reduce_from_disease;
1294 1355
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1356 if (speed < 0.01f && type == PLAYER)
1357 speed = 0.01f;
1296 1358
1297 if(op->type == PLAYER) { 1359 if (type == PLAYER)
1298 float M,W,s,D,K,S,M2; 1360 {
1299
1300 /* (This formula was made by vidarl@ifi.uio.no) 1361 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically 1362 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but 1363 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read. 1364 * that would just be a real pain to read.
1304 */ 1365 */
1305 M=(max_carry[op->stats.Str]-121)/121.0; 1366 float M = (max_carry[stats.Str] - 121) / 121.f;
1306 M2=max_carry[op->stats.Str]/100.0; 1367 float M2 = max_carry[stats.Str] / 100.f;
1307 W=weapon_weight/20000.0; 1368 float W = weapon_weight / 20000.f;
1308 s=2-weapon_speed/10.0; 1369 float s = (20 - weapon_speed) / 10.f;
1309 D=(op->stats.Dex-14)/14.0; 1370 float D = (stats.Dex - 14) / 14.f;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1371 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2; 1372
1312 if(K<=0) K=0.01; 1373 K *= (4 + level) * 1.2f / (6 + level);
1313 S=op->speed/(K*s); 1374
1314 op->contr->weapon_sp=S; 1375 if (K <= 0.01f)
1376 K = 0.01f;
1377
1378 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1315 } 1379 }
1380
1316 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&& 1382 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1318 op->stats.dam>op->arch->clone.stats.dam*3) 1383 stats.dam = arch->stats.dam * 3;
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320 1384
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1322 * should be more than enough - remember, AC is also in 8 bits, 1386 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328 1387
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type, 1388 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default. 1389 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the 1390 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just 1391 * old behaviour - if your flying, your not walking - just
1337 * one or the other. 1392 * one or the other.
1338 */ 1393 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK; 1394 if (move_type == 0)
1395 move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1397 move_type &= ~MOVE_WALK;
1341 1398
1342 update_ob_speed(op); 1399 if (speed != old_speed)
1400 set_speed (speed);
1343 1401
1344 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now. 1403 * so we will check that now.
1346 */ 1404 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr); 1405 if (type == PLAYER)
1406 {
1407 esrv_update_stats (contr);
1408 esrv_update_spells (contr);
1409 }
1410
1411 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0;
1348} 1414}
1349 1415
1350/* 1416/*
1351 * Returns true if the given player is a legal class. 1417 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1418 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1419 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1420 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1421 * false otherwise.
1356 */ 1422 */
1357 1423int
1358int allowed_class(const object *op) { 1424allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1425{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1426 return op->stats.Dex > 0
1427 && op->stats.Str > 0
1428 && op->stats.Con > 0
1429 && op->stats.Int > 0
1430 && op->stats.Wis > 0
1431 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1432 && op->stats.Cha > 0;
1362} 1433}
1363 1434
1364/* 1435/*
1365 * set the new dragon name after gaining levels or 1436 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1437 * changing ability focus (later this can be extended to
1369 * Note that the title is written to 'own_title' in the 1440 * Note that the title is written to 'own_title' in the
1370 * player struct. This should be changed to 'ext_title' 1441 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this! 1442 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'. 1443 * Please, anyone, write support for 'ext_title'.
1373 */ 1444 */
1445void
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1446set_dragon_name (object *pl, const object *abil, const object *skin)
1447{
1375 int atnr=-1; /* attacknumber of highest level */ 1448 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1449 int level = 0; /* highest level */
1377 int i; 1450 int i;
1378 1451
1379 /* Perhaps do something more clever? */ 1452 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1453 if (!abil || !skin)
1381 1454 return;
1455
1382 /* first, look for the highest level */ 1456 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1457 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1458 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1459 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1460 {
1386 level = abil->resist[i]; 1461 level = abil->resist[i];
1387 atnr = i; 1462 atnr = i;
1388 } 1463 }
1389 } 1464 }
1390 1465
1391 /* now if there are equals at highest level, pick the one with focus, 1466 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1467 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1468 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1469 atnr = abil->stats.exp;
1396 1470
1397 level = (int)(level/5.); 1471 level = (int) (level / 5.);
1398 1472
1399 /* now set the new title */ 1473 /* now set the new title */
1400 if (pl->contr != NULL) { 1474 if (pl->contr != NULL)
1475 {
1401 if(level == 0) 1476 if (level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1477 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1) 1478 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1479 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1405 else if (level == 2) 1480 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1481 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1407 else if (level == 3) 1482 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1483 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1409 else {
1410 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]);
1415 else 1484 else
1485 {
1486 /* special titles for extra high resistance! */
1487 if (skin->resist[atnr] > 80)
1488 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1489 else if (skin->resist[atnr] > 50)
1490 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1491 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1492 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1417 } 1493 }
1418 } 1494 }
1419 1495
1420 strcpy(pl->contr->own_title, ""); 1496 strcpy (pl->contr->own_title, "");
1421} 1497}
1422 1498
1423/* 1499/*
1424 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1502 * or change the ability-focus.
1427 */ 1503 */
1504void
1428void dragon_level_gain(object *who) { 1505dragon_level_gain (object *who)
1506{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1507 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1508 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1511
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1517 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1518 if (tmp->arch->archname == dragon_ability_force)
1438 abil = tmp; 1519 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1520 else if (tmp->arch->archname == dragon_skin_force)
1440 skin = tmp; 1521 skin = tmp;
1441 } 1522
1442 }
1443 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1524 if (abil == NULL)
1445 1525 return;
1526
1446 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1528 * New abilties can only be gained by surpassing this max level
1448 */ 1529 */
1449 if (who->level > abil->level) { 1530 if (who->level > abil->level)
1531 {
1450 /* increase our focused ability */ 1532 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1533 abil->resist[abil->stats.exp]++;
1452
1453 1534
1535
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1536 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1537 {
1455 /* time to hand out a new ability-gift */ 1538 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1539 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1540 }
1459 1541
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1542 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1543 {
1461 /* apply new ability focus */ 1544 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1545 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1546 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1547
1466 abil->stats.exp = abil->last_eat; 1548 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1549 abil->last_eat = 0;
1468 } 1550 }
1469 1551
1470 abil->level = who->level; 1552 abil->level = who->level;
1471 } 1553 }
1472 1554
1473 /* last but not least, set the new title for the dragon */ 1555 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1556 set_dragon_name (who, abil, skin);
1475} 1557}
1476 1558
1477/* Handy function - given the skill name skill_name, we find the skill 1559/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1560 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1561 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1562 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1563 * want to do something with it immediately.
1482 */ 1564 */
1565object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1566give_skill_by_name (object *op, const char *skill_name)
1484{ 1567{
1485 object *skill_obj; 1568 object *skill_obj;
1486 1569
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1571 if (!skill_obj)
1572 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1490 return NULL; 1574 return NULL;
1491 } 1575 }
1576
1492 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1578 * still doesn't know it.
1494 */ 1579 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1582 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1583 insert_ob_in_ob (skill_obj, op);
1499 if (op->contr) { 1584
1585 if (player *pl = op->contr)
1586 {
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1502 } 1590 }
1591
1503 return skill_obj; 1592 return skill_obj;
1504} 1593}
1505
1506 1594
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1595/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1596 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1597 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1598 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1599 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1600 * (eg, skill)
1513 */ 1601 */
1602void
1514void player_lvl_adj(object *who, object *op) { 1603player_lvl_adj (object *who, object *op)
1604{
1515 char buf[MAX_BUF]; 1605 char buf[MAX_BUF];
1516 1606
1517 if(!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1518 op = who; 1608 op = who;
1519 1609
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 {
1521 op->level++; 1612 op->level++;
1522 1613
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1524 dragon_level_gain(who); 1615 dragon_level_gain (who);
1525 1616
1526 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 }
1624
1625 who->update_stats ();
1626 if (op->level > 1)
1531 } 1627 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1628 if (op->type != PLAYER)
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1537 else
1538 sprintf(buf,"You are now level %d.",op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 }
1541 player_lvl_adj(who,op); /* To increase more levels */
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 else
1631 sprintf (buf, "You are now level %d.", op->level);
1632
1633 if (who)
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635 }
1636
1637 player_lvl_adj (who, op); /* To increase more levels */
1638 }
1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 {
1641 op->level--;
1642 who->update_stats ();
1643
1644 if (op->type != PLAYER)
1548 } 1645 {
1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 }
1649
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1650 player_lvl_adj (who, op); /* To decrease more levels */
1550 } 1651 }
1652
1551 /* check if the spell data has changed */ 1653 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1552 esrv_update_spells(who->contr); 1655 esrv_update_spells (who->contr);
1553} 1656}
1554 1657
1555/* 1658/*
1556 * Returns how much experience is needed for a player to become 1659 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1660 * the given level. level should really never exceed max_level
1558 */ 1661 */
1559 1662
1663sint64
1560sint64 level_exp(int level,double expmul) { 1664level_exp (int level, double expmul)
1665{
1561 if (level > settings.max_level) 1666 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1667 return (sint64) (expmul * levels[settings.max_level]);
1668
1563 return (sint64) (expmul * levels[level]); 1669 return (sint64) (expmul * levels[level]);
1564} 1670}
1565 1671
1566/* 1672/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1673 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1674 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1675 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1676 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1677 * this can now work on a much larger set of objects.
1572 */ 1678 */
1679void
1573void calc_perm_exp(object *op) 1680calc_perm_exp (object *op)
1574{ 1681{
1575 int p_exp_min; 1682 int p_exp_min;
1576 1683
1577 /* Ensure that our permanent experience minimum is met. 1684 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1685 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1686 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1687 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1688
1582 if (op->perm_exp < p_exp_min) 1689 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1690 op->perm_exp = p_exp_min;
1584 1691
1585 /* Cap permanent experience. */ 1692 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1693 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1694 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1695 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1696 op->perm_exp = MAX_EXPERIENCE;
1590} 1697}
1591
1592 1698
1593/* Add experience to a player - exp should only be positive. 1699/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1700 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1701 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1702 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1703 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1704 * flag is what to do if the player doesn't have the skill:
1599 */ 1705 */
1600 1706static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1707add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1708{
1603 object *skill_obj = NULL; 1709 object *skill_obj = NULL;
1604 sint64 limit, exp_to_add; 1710 sint64 limit, exp_to_add;
1605 int i; 1711 int i;
1606 1712
1607 /* prevents some forms of abuse. */ 1713 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1714 if (op->contr->braced)
1609 exp = exp / 5; 1715 exp /= 5;
1610 1716
1611 /* Try to find the matching skill. 1717 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1718 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1719 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1720 * the players inventory.
1615 */ 1721 */
1616 if (skill_name) 1722 if (skill_name)
1617 { 1723 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill; 1725 skill_obj = op->chosen_skill;
1621 else 1726 else
1622 { 1727 {
1623 for (i = 0; i < NUM_SKILLS; i++) 1728 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1729 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 { 1730 {
1627 skill_obj = op->contr->last_skill_ob[i]; 1731 skill_obj = op->contr->last_skill_ob[i];
1628 break; 1732 break;
1629 } 1733 }
1630 1734
1649 exp_to_add = exp; 1753 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1754 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1755 if (exp_to_add > limit)
1652 exp_to_add = limit; 1756 exp_to_add = limit;
1653 1757
1654 ADD_EXP (op->stats.exp, 1758 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1759 if (settings.permanent_exp_ratio)
1658 { 1760 {
1659 ADD_EXP (op->perm_exp, 1761 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1762 calc_perm_exp (op);
1663 } 1763 }
1664 1764
1665 player_lvl_adj (op, NULL); 1765 player_lvl_adj (op, NULL);
1666 } 1766 }
1673 exp_to_add = limit; 1773 exp_to_add = limit;
1674 1774
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1775 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1776 if (settings.permanent_exp_ratio)
1677 { 1777 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1778 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1779 calc_perm_exp (skill_obj);
1681 } 1780 }
1682 1781
1683 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1684 } 1783 }
1690 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1694 */ 1793 */
1794sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1696{ 1796{
1697 sint64 del_exp; 1797 sint64 del_exp;
1698 1798
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1799 if (exp > op->stats.exp)
1800 exp = op->stats.exp;
1700 if (settings.permanent_exp_ratio) { 1801 if (settings.permanent_exp_ratio)
1802 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1804 if (del_exp < 0)
1805 del_exp = 0;
1703 if (exp > del_exp) exp=del_exp; 1806 if (exp > del_exp)
1807 exp = del_exp;
1704 } 1808 }
1705 return exp; 1809 return exp;
1706} 1810}
1707 1811
1812sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1813check_exp_adjust (const object *op, sint64 exp)
1709{ 1814{
1815 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1816 return check_exp_loss (op, exp);
1817 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1818 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1712} 1819}
1713 1820
1714 1821
1715/* Subtracts experience from player. 1822/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1722 * as much as listed. Eg, if player has gotten reduced to the point 1829 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1830 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1831 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1832 * a postive number.
1726 */ 1833 */
1834static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1835subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1836{
1729 float fraction = (float) exp/(float) op->stats.exp; 1837 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1838 object *tmp;
1731 sint64 del_exp; 1839 sint64 del_exp;
1732 1840
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1842 if (tmp->type == SKILL && tmp->stats.exp)
1843 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1845 {
1736 del_exp = check_exp_loss(tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1848 player_lvl_adj (op, tmp);
1849 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1850 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 {
1740 /* only want to process other skills if we are not trying 1852 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1853 * to match a specific skill.
1742 */ 1854 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1857 player_lvl_adj (op, tmp);
1746 } 1858 }
1747 } 1859 }
1860
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1749 del_exp = check_exp_loss(op, exp); 1863 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1865 player_lvl_adj (op, NULL);
1752 } 1866 }
1753} 1867}
1754
1755
1756 1868
1757/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1871 *
1760 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1876 * these last two values are only used for players.
1765 */ 1877 */
1766 1878void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1880{
1769#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1883#endif
1775#endif
1776 1884
1777 /* safety */ 1885 /* safety */
1778 if(!op) { 1886 if (!op)
1887 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1888 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1889 return;
1781 } 1890 }
1782 1891
1783 /* if no change in exp, just return - most of the below code 1892 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1893 * won't do anything if the value is 0 anyways.
1785 */ 1894 */
1786 if (exp == 0) return; 1895 if (exp == 0)
1896 return;
1787 1897
1788 /* Monsters are easy - we just adjust their exp - we 1898 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1899 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1900 * the exp they have - the monsters exp represents what its
1791 * worth. 1901 * worth.
1792 */ 1902 */
1793 if(op->type != PLAYER) { 1903 if (op->type != PLAYER)
1904 {
1794 /* Sanity check */ 1905 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1906 if (!QUERY_FLAG (op, FLAG_ALIVE))
1907 return;
1796 1908
1797 /* reset exp to max allowed value. We subtract from 1909 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1911 * more than max exp, just return.
1912 */
1913 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1914 {
1915 exp = MAX_EXPERIENCE - op->stats.exp;
1916 if (exp < 0)
1917 return;
1918 }
1919
1920 op->stats.exp += exp;
1921 }
1922 else
1923 { /* Players only */
1924 if (exp > 0)
1925 add_player_exp (op, exp, skill_name, flag);
1926 else
1927 /* note that when you lose exp, it doesn't go against
1928 * a particular skill, so we don't need to pass that
1929 * along.
1800 */ 1930 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1932 }
1819} 1933}
1820 1934
1821/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1938 */
1825 1939void
1826void apply_death_exp_penalty(object *op) { 1940apply_death_exp_penalty (object *op)
1941{
1827 object *tmp; 1942 object *tmp;
1828 sint64 loss; 1943 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1944 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1945 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1946
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1947 for (tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1948 if (tmp->type == SKILL && tmp->stats.exp)
1949 {
1834 1950
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1837 1953
1838 /* With the revised exp system, you can get cases where 1954 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1955 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1956 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1957 * tables is a lot harder.
1842 */ 1958 */
1843 if (level_loss < 0) level_loss = 0; 1959 if (level_loss < 0)
1960 level_loss = 0;
1844 1961
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1962 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1846 1963
1847 tmp->stats.exp -= loss; 1964 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1965 player_lvl_adj (op, tmp);
1849 } 1966 }
1850 1967
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1970
1971 if (level_loss < 0)
1972 level_loss = 0;
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1855 1974
1856 op->stats.exp -= loss; 1975 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1976 player_lvl_adj (op, NULL);
1858} 1977}
1859 1978
1860/* This function takes an object (monster/player, op), and 1979/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1980 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1981 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1982 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1983 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1984 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1985 */
1986int
1867int did_make_save(const object *op, int level, int bonus) 1987did_make_save (const object *op, int level, int bonus)
1868{ 1988{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1989 if (level > MAX_SAVE_LEVEL)
1990 level = MAX_SAVE_LEVEL;
1870 1991
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1992 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1993 return 0;
1994
1995 return 1;
1874} 1996}
1875

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