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Comparing deliantra/server/common/living.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:28 2006 UTC vs.
Revision 1.96 by elmex, Mon Jan 12 00:17:22 2009 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.2 2006/08/26 23:36:28 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 29 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 30#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 31
38static const int con_bonus[MAX_STAT + 1]={ 32static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 34 22, 25, 30, 40, 50
41}; 35};
42 36
43/* changed the name of this to "sp_bonus" from "int_bonus" 37/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 38 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 39 * advancement. -b.t.
46 */ 40 */
47static const int sp_bonus[MAX_STAT + 1]={ 41static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 43 30, 40, 50, 70, 100
50}; 44};
51 45
52static const int grace_bonus[MAX_STAT +1] = { 46static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 47 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 48 30, 40, 50, 70, 100
55}; 49};
56 50
57/* 0.92.7 Changed way charisma works. Values now 51/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 52 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 64 * it is 1-diff
71 */ 65 */
72 66
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 67const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 74};
81 75
82const int dex_bonus[MAX_STAT + 1]={ 76const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 77 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 78};
85 79
86/* speed_bonus uses dex as its stat */ 80/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 81const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 82 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 83 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 84 1.6, 1.8, 2.0, 2.5, 3.0
91}; 85};
92 86
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 87/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 88 * strength.
95 */ 89 */
96const int dam_bonus[MAX_STAT + 1]={ 90const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 91 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 92};
99 93
100const int thaco_bonus[MAX_STAT + 1]={ 94const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 95 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 96};
103 97
104/* Max you can carry before you start getting extra speed penalties */ 98/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 99const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 100 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 101 301, 326, 352, 400, 450, 500, 600, 1000
108}; 102};
109 103
110/* weight_limit - the absolute most a character can carry - a character can't 104/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 105 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 106 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 107 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 108 * before, you need to start someplace.
115 */ 109 */
116 110
117const uint32 weight_limit[MAX_STAT+ 1] = { 111const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 112 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 113 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 114 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 119};
126 120
127const int learn_spell[MAX_STAT + 1]={ 121const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 123 100, 100, 100, 100, 100, 100
130}; 124};
131 125
132const int cleric_chance[MAX_STAT + 1]={ 126const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 127 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 128};
135 129
136const int turn_bonus[MAX_STAT + 1]={ 130const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 131 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 132};
139 133
140const int fear_bonus[MAX_STAT + 1]={ 134const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 135 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 136};
143 137
144/* 138/*
145 Since this is nowhere defined ... 139 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 140 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 155 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 156 * if more levels are desired, this should be fixed.
163 * -b.t. 157 * -b.t.
164 */ 158 */
165 159
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 161
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 162extern sint64 *levels;
172#endif
173 163
174#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165
175/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 168 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 169 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 170 * and instead did_make_save should be used instead.
180 */ 171 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 172static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 173 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 180};
190 181
191const char *const attacks[NROFATTACKS] = { 182const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 183 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 187 "life stealing"
197}; 188};
198 189
199static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 192 "You're feeling clumsy!",
202 "You feel less healthy", 193 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
204 "Your face gets distorted!", 197 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 198};
208const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 200 "You feel your strength return.",
210 "You feel your agility return.", 201 "You feel your agility return.",
211 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
213 "You feel your charisma return.", 206 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 207};
217const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 209 "You feel stronger.",
219 "You feel more agile.", 210 "You feel more agile.",
220 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
221 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
222 "You seem to look better.", 215 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 216};
226const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 218 "You feel weaker!",
228 "You feel clumsy!", 219 "You feel clumsy!",
229 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 223 "You feel less potent!",
224 "You look ugly!",
234}; 225};
235 226
236const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 229};
239 230
240const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 233};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 234
276/* 235/*
277 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 237 * is added to the specified stat.
279 */ 238 */
280
281void 239void
282change_attr_value(living *stats,int attr,sint8 value) { 240change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 241{
284 switch(attr) { 242 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 243}
335 244
336/* 245/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 247 * 1-30 stat limit.
339 */ 248 */
340 249void
341void check_stat_bounds(living *stats) { 250check_stat_bounds (living *stats)
342 int i,v; 251{
343 for(i=0;i<NUM_STATS;i++) 252 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 253 {
345 set_attr_value(stats,i,MAX_STAT); 254 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 256 }
348} 257}
349 258
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 260
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 264 */
356#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 267
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
360/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 271 * the object.
362 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 273 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 279 * that gives them that ability.
370 */ 280 */
281int
371int change_abil(object *op, object *tmp) { 282change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 283{
373 object refop; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
374 char message[MAX_BUF]; 286 char message[MAX_BUF];
375 int potion_max=0; 287 int potion_max = 0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
383 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
384 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
385 potion_max=1; 300 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388 301
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 302 for (int j = 0; j < NUM_STATS; j++)
390 i = get_attr_value(&(tmp->stats),j); 303 {
304 int ostat = op->contr->orig_stats.stat (j);
305 int i = tmp->stats.stat (j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 317 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 318
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 319 if (nstat != ostat)
406 potion_max=0; 320 {
407 } 321 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 322 potion_max = 0;
323 }
324 else if (i)
325 {
409 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 327 potion_max = 1;
411 } 328 }
412 } 329 }
330
413 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 333 * recalculates this anyway.
416 */ 334 */
417 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
419 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 339 } /* end of potion handling code */
421 } 340 }
422 341
423 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 343 * everything to set
425 */ 344 */
426 if(flag == -1) { 345 if (flag == -1)
346 {
427 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 352 * and not the other move_ fields.
433 */ 353 */
434 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
435 } 355 }
436 356
437 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
440 */ 360 */
441 fix_player(op); 361 op->update_stats ();
442 362
443 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 364 * print out message if this is a bow.
445 */ 365 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 367 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 368 success = 1;
452 success=1; 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
453 DIFF_MSG(flag, "You feel very protected.", 370 }
454 "You don't feel protected anymore."); 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
455 } 373 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 374 success = 1;
457 success=1; 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
458 DIFF_MSG(flag, "A magic force shimmers around you.", 376 }
459 "The magic force fades away."); 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
460 } 379 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 380 success = 1;
462 success=1; 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 382 }
464 "Suddenly you feel less safe, somehow."); 383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
465 } 385 {
386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 }
389
466 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 394 * from fly high)
471 */ 395 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != prev_move_type)
473 success=1; 397 {
398 success = 1;
474 399
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
477 */ 402 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 406 }
481 407
482 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
483 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 411 * in that case, you don't actually land
485 */ 412 */
486 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 415 }
489 } 416
490 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 419
493 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 421 check_move_on (op, op);
495 } 422 }
496 423
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 425 * originally undead may change their status
499 */ 426 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 {
502 success=1; 430 success = 1;
503 if(flag>0) { 431 if (flag > 0)
504 if(op->race) free_string(op->race); 432 {
505 op->race=add_string("undead"); 433 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 435 }
508 if(op->race) free_string(op->race); 436 else
509 if(op->arch->clone.race) 437 {
510 op->race=add_string(op->arch->clone.race); 438 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 }
514 } 441 }
515 }
516 442
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
518 success=1; 444 {
445 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 }
448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
520 } 450 {
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 451 success = 1;
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 453 }
454
525 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 456 * vision
527 */ 457 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 458 if (tmp->flag [FLAG_BLIND])
529 success=1; 459 {
530 if(flag>0) { 460 success = 1;
531 if(QUERY_FLAG(op,FLAG_WIZ)) 461 if (flag > 0)
462 {
463 if (op->flag [FLAG_WIZ])
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 465 else
466 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 469 if (op->type == PLAYER)
537 op->contr->do_los=1; 470 op->contr->do_los = 1;
471 }
472 }
473 else
474 {
475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else
478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND);
481 if (op->type == PLAYER)
482 op->contr->do_los = 1;
483 }
484 }
538 } 485 }
539 } else { 486
540 if(QUERY_FLAG(op,FLAG_WIZ)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 } 488 {
550 489 success = 1;
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER) 490 if (op->type == PLAYER)
554 op->contr->do_los=1; 491 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 } 493 }
568 } else { 494
569 if(QUERY_FLAG(op,FLAG_WIZ)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 {
497 success = 1;
498 if (flag > 0)
499 {
500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else
503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER)
506 op->contr->do_los = 1;
507 }
508 }
509 else
510 {
511 if (op->flag [FLAG_WIZ])
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 513 else
514 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 516 if (op->type == PLAYER)
574 op->contr->do_los=1; 517 op->contr->do_los = 1;
518 }
519 }
575 } 520 }
576 }
577 }
578 521
579 if(tmp->stats.luck) { 522 if (tmp->stats.luck)
580 success=1; 523 {
524 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 525 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 526 }
583 527
584 if(tmp->stats.hp && op->type==PLAYER) { 528 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 529 {
530 success = 1;
531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
532 }
589 533
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 535 {
536 success = 1;
537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
538 }
595 539
596 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 541 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 542 {
543 success = 1;
544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
545 }
602 546
603 if(tmp->stats.food && op->type==PLAYER) { 547 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 548 {
549 success = 1;
550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
613 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
614 success=1; 561 success = 1;
562
615 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]); 565 else
618 else 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
619 sprintf(message, "Your resistance to %s drops to %d%%.", 567
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 569 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 570 }
632 } 571
633 } 572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579
634 return success; 580 return success;
635} 581}
636 582
637/* 583/*
638 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 586 */
641 587void
642void drain_stat(object *op) { 588object::drain_stat ()
589{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
644} 591}
645 592
593void
646void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
647 object *tmp; 596 object *tmp;
648 archetype *at; 597 archetype *at;
649 598
650 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 600 if (!at)
601 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 603 return;
604 }
654 } else { 605 else
606 {
655 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
656 if (!tmp) { 609 if (!tmp)
610 {
657 tmp = arch_to_object(at); 611 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
660 } 614 }
661 } 615 }
662 616
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 619 update_stats ();
666} 620}
667 621
668/* 622/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 624 * via an applied bad_luck object.
671 */ 625 */
672 626void
673void change_luck(object *op, int value) { 627object::change_luck (int value)
674 object *tmp; 628{
675 archetype *at; 629 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 630 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 632 else
633 {
682 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
683 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = arch_to_object (at);
642 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED);
644 }
645
684 if (!value) 646 if (value)
685 return; 647 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 650 * in op itself).
694 */ 651 */
695 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
696 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
697 op->stats.luck+=value; 656 stats.luck += value;
698 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
699 } 659 }
700 } else { 660 else
661 {
701 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
702 return; 663 return;
703 } 664
704 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
706 */ 667 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
708 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
709 op->stats.luck += diff; 672 stats.luck += diff;
710 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
711 } 675 }
712 }
713 } 676 }
714} 677}
715 678
716/* 679/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 681 */
719 682void
720void remove_statbonus(object *op) { 683object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 684{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 686 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 690 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 691}
736 692
737/* 693/*
738 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 695 */
740 696void
741void add_statbonus(object *op) { 697object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 698{
743 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 700 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 704 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
757 746
758/* 747/*
759 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
764 */ 753 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
767 */ 756 */
768 757void
769void fix_player(object *op) { 758object::update_stats ()
770 int i,j; 759{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 761 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
777 767
778 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 769 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 770 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 771 for (int i = 0; i < NUM_STATS; i++)
782 } 772 stat_sum [i] = contr->orig_stats.stat (i);
773
783 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 775 contr->encumbrance = 0;
785 776
786 op->attacktype=0; 777 attacktype = 0;
787 op->contr->digestion = 0; 778
788 op->contr->gen_hp = 0; 779 contr->digestion = 0;
789 op->contr->gen_sp = 0; 780 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 781 contr->gen_sp = 0;
782 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 784 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 785 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 786
805 if(op->slaying!=NULL) { 787 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 788 slot[i].used = slot[i].info;
807 op->slaying=NULL; 789
808 } 790 slaying = 0;
791
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 792 if (!QUERY_FLAG (this, FLAG_WIZ))
793 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 796 }
813 797
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 801
826 op->path_attuned=op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
831 op->chosen_skill = NULL; 813 chosen_skill = 0;
832 814
833 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
834 * archetype clone 816 * archetype clone
817 */
818 memcpy (&resist, &arch->resist, sizeof (resist));
819
820 for (int i = 0; i < NROFATTACKS; i++)
821 {
822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0;
824 else
825 vuln[i] = -(resist[i]), prot[i] = 0;
826
827 potion_resist[i] = 0;
828 }
829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down
839 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 {
842 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 }
845 else
846 ac = arch->stats.ac;
847
848 stats.luck = arch->stats.luck;
849 speed = arch->speed;
850
851 /* OK - we've reset most all the objects attributes to sane values.
852 * now go through and make adjustments for what the player has equipped.
853 */
854 for (tmp = inv; tmp; tmp = tmp->below)
855 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
835 */ 859 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
863 glow_radius += tmp->glow_radius;
864
865 /* For some things, we don't care what is equipped */
866 if (tmp->type == SKILL)
867 {
868 /* Want to take the highest skill here. */
869 if (IS_MANA_SKILL (tmp->subtype))
870 {
871 if (!mana_obj)
872 mana_obj = tmp;
873 else if (tmp->level > mana_obj->level)
874 mana_obj = tmp;
875 }
876
877 if (IS_GRACE_SKILL (tmp->subtype))
878 {
879 if (!grace_obj)
880 grace_obj = tmp;
881 else if (tmp->level > grace_obj->level)
882 grace_obj = tmp;
883 }
884 }
885
886 /* Container objects are not meant to adjust players, but other applied
887 * objects need to make adjustments.
888 * This block should handle all player specific changes
889 * The check for Praying is a bit of a hack - god given bonuses are put
890 * in the praying skill, and the player should always get those.
891 * It also means we need to put in additional checks for applied below,
892 * because the skill shouldn't count against body positions being used
893 * up, etc.
894 */
895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
899 && tmp->subtype == SK_PRAYING))
900 {
901 if (type == PLAYER)
902 {
903 contr->item_power += tmp->item_power;
904
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
911
912 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
914
915 if (digest_types [tmp->type])
916 {
917 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
920 contr->gen_sp += tmp->stats.sp;
921 contr->gen_grace += tmp->stats.grace;
922 contr->gen_sp_armour += tmp->gen_sp_armour;
923 }
924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
930
931 /* Update slots used for items */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
934 slot[i].used += tmp->slot[i].info;
935
936 if (tmp->type == SYMPTOM)
937 speed_reduce_from_disease =
938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939
940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken.
944 */
945 if (tmp->type != POTION)
946 {
947 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i];
958 }
959 else if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963 }
964 }
965
966 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM)
968 {
969 attacktype |= tmp->attacktype;
970 path_attuned |= tmp->path_attuned;
971 path_repelled |= tmp->path_repelled;
972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
974 stats.luck += tmp->stats.luck;
975 }
976
977 flag |= tmp->flag & copy_flags;
978
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
980 SET_FLAG (this, FLAG_UNDEAD);
981
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 {
984 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1;
986 }
987
988 if (tmp->stats.exp && tmp->type != SKILL)
989 {
990 if (tmp->stats.exp > 0)
991 {
992 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
994 }
995 else
996 added_speed += tmp->stats.exp;
997 }
998
999 switch (tmp->type)
1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1010 /* skills modifying the character -b.t. */
1011 /* for all skills and skill granting objects */
1012 case SKILL:
1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1015 break;
1016
1017 if (chosen_skill)
1018 {
1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1027 chosen_skill = tmp;
1028
1029 if (tmp->stats.dam > 0)
1030 { /* skill is a 'weapon' */
1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1032 weapon_speed = WEAPON_SPEED (tmp);
1033
1034 if (weapon_speed < 0)
1035 weapon_speed = 0;
1036
1037 weapon_weight = tmp->weight;
1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039
1040 if (tmp->magic)
1041 stats.dam += tmp->magic;
1042 }
1043
1044 if (tmp->stats.wc)
1045 wc -= tmp->stats.wc + tmp->magic;
1046
1047 if (tmp->slaying)
1048 slaying = tmp->slaying;
1049
1050 if (tmp->stats.ac)
1051 ac -= tmp->stats.ac + tmp->magic;
1052
1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1055 }
1056
1057 break;
1058
1059 case SHIELD:
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += (int) tmp->weight / 2000;
1062 case RING:
1063 case AMULET:
1064 case GIRDLE:
1065 case HELMET:
1066 case BOOTS:
1067 case GLOVES:
1068 case CLOAK:
1069 if (tmp->stats.wc)
1070 wc -= tmp->stats.wc + tmp->magic;
1071
1072 if (tmp->stats.dam)
1073 stats.dam += tmp->stats.dam + tmp->magic;
1074
1075 if (tmp->stats.ac)
1076 ac -= tmp->stats.ac + tmp->magic;
1077
1078 break;
1079
1080 case BOW:
1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 wc -= tmp->stats.wc + tmp->magic;
1085
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic;
1088
1089 stats.dam += tmp->stats.dam + tmp->magic;
1090 weapon_weight = tmp->weight;
1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1093 if (weapon_speed < 0)
1094 weapon_speed = 0;
1095
1096 slaying = tmp->slaying;
1097
1098 /* If there is desire that two handed weapons should do
1099 * extra strength damage, this is where the code should
1100 * go.
1101 */
1102
1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1107
1108 break;
1109
1110 case ARMOUR: /* Only the best of these three are used: */
1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1112 contr->encumbrance += tmp->weight / 1000;
1113
1114 case BRACERS:
1115 case FORCE:
1116 if (tmp->stats.wc)
1117 {
1118 if (best_wc < tmp->stats.wc + tmp->magic)
1119 {
1120 wc += best_wc;
1121 best_wc = tmp->stats.wc + tmp->magic;
1122 }
1123 else
1124 wc += tmp->stats.wc + tmp->magic;
1125 }
1126
1127 if (tmp->stats.ac)
1128 {
1129 if (best_ac < tmp->stats.ac + tmp->magic)
1130 {
1131 ac += best_ac; /* Remove last bonus */
1132 best_ac = tmp->stats.ac + tmp->magic;
1133 }
1134 else /* To nullify the below effect */
1135 ac += tmp->stats.ac + tmp->magic;
1136 }
1137
1138 if (tmp->stats.wc)
1139 wc -= tmp->stats.wc + tmp->magic;
1140
1141 if (tmp->stats.ac)
1142 ac -= tmp->stats.ac + tmp->magic;
1143
1144 if (ARMOUR_SPEED (tmp))
1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1147 break;
1148 } /* switch tmp->type */
1149 } /* item is equipped */
1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153
1154 /* We've gone through all the objects the player has equipped. For many things, we
1155 * have generated intermediate values which we now need to assign.
1156 */
1157
1158 /* 'total resistance = total protections - total vulnerabilities'.
1159 * If there is an uncursed potion in effect, granting more protection
1160 * than that, we take: 'total resistance = resistance from potion'.
1161 * If there is a cursed (and no uncursed) potion in effect, we take
1162 * 'total resistance = vulnerability from cursed potion'.
1163 */
1164 for (int i = 0; i < NROFATTACKS; i++)
1165 {
1166 resist[i] = prot[i] - vuln[i];
1167
1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level;
1182
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1188
1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */
1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1194 {
1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1197 if (i % 2 && con_bonus[stats.Con] % 2)
1198 if (con_bonus[stats.Con] > 0)
1199 j++;
1200 else
1201 j--;
1202
1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1204 }
1205
1206 stats.maxhp += 2 * max (0, level - 10);
1207
1208 if (stats.hp > stats.maxhp)
1209 stats.hp = stats.maxhp;
1210
1211 /* Sp gain is controlled by the level of the player's
1212 * relevant experience object (mana_obj, see above)
1213 */
1214 /* following happen when skills system is not used */
1215 if (!mana_obj)
1216 mana_obj = this;
1217
1218 if (!grace_obj)
1219 grace_obj = this;
1220
1221 /* set maxsp */
1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1223 mana_obj = this;
1224
1225 if (mana_obj == this && type == PLAYER)
1226 stats.maxsp = 1;
1227 else
1228 {
1229 float sp_tmp = 0.f;
1230
1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1232 {
1233 float stmp;
1234
1235 /* Got some extra bonus at first level */
1236 if (i < 2)
1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1238 else
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1240
1241 sp_tmp += max (1.f, stmp);
1242 }
1243
1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1245 }
1246
1247 /* Characters can get their sp supercharged via rune of transferrance */
1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1249
1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1252 grace_obj = this;
1253
1254 if (grace_obj == this && type == PLAYER)
1255 stats.maxgrace = 1;
1256 else
1257 {
1258 /* store grace in a float - this way, the divisions below don't create
1259 * big jumps when you go from level to level - with int's, it then
1260 * becomes big jumps when the sums of the bonuses jump to the next
1261 * step of 8 - with floats, even fractional ones are useful.
1262 */
1263 float sp_tmp = 0.f;
1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1266 {
1267 float grace_tmp = 0.f;
1268
1269 /* Got some extra bonus at first level */
1270 if (i < 2)
1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1272 else
1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1274
1275 sp_tmp += max (1.f, grace_tmp);
1276 }
1277
1278 /* two grace points per level after 10 */
1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1280 }
1281
1282 /* No limit on grace vs maxgrace */
1283
1284 if (contr->braced)
1285 {
1286 ac += 2;
1287 wc += 4;
1288 }
1289 else
1290 ac -= dex_bonus[stats.Dex];
1291
1292 /* In new exp/skills system, wc bonuses are related to
1293 * the players level in a relevant exp object (wc_obj)
1294 * not the general player level -b.t.
1295 * I changed this slightly so that wc bonuses are better
1296 * than before. This is to balance out the fact that
1297 * the player no longer gets a personal weapon w/ 1
1298 * improvement every level, now its fighterlevel/5. So
1299 * we give the player a bonus here in wc and dam
1300 * to make up for the change. Note that I left the
1301 * monster bonus the same as before. -b.t.
1302 */
1303 object *wc_obj = chosen_skill;
1304
1305 if (contr && wc_obj && wc_obj->level > 1)
1306 {
1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1309 for (int i = 1; i < wc_obj->level; i++)
1310 {
1311 /* additional wc every 6 levels */
1312 if (!(i % 6))
1313 wc--;
1314
1315 /* additional dam every 4 levels. */
1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1318 }
1319 }
1320 else
1321 wc -= level + thaco_bonus[stats.Str];
1322
1323 stats.dam += dam_bonus[stats.Str];
1324
1325 if (stats.dam < 1)
1326 stats.dam = 1;
1327
1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1330 if (settings.search_items && contr->search_str[0])
1331 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */
1336
1337 if (added_speed >= 0)
1338 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */
1340 speed /= 1.f - added_speed;
1341
1342 /* Max is determined by armour */
1343 speed = min (speed, max_speed);
1344
1345 if (type == PLAYER)
1346 {
1347 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is
1351 */
1352 float f = (carrying / 1000) - max_carry[stats.Str];
1353 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1355 }
1356
1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1359
1360 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */
1363 if (speed < 0.04f && type == PLAYER)
1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1368
1369 if (type == PLAYER)
1370 {
1371 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically
1373 * all of these could be subbed into one big equation, but
1374 * that would just be a real pain to read.
1375 */
1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1377 float M2 = max_carry[stats.Str] / 100.f;
1378 float W = weapon_weight / 20000.f;
1379 float s = (20 - weapon_speed) / 10.f;
1380 float D = (stats.Dex - 14) / 14.f;
1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1385 if (K <= 0.01f)
1386 K = 0.01f;
1387
1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1389 }
1390
1391 /* I want to limit the power of small monsters with big weapons: */
1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1393 stats.dam = arch->stats.dam * 3;
1394
1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1397
1398 /* if for some reason the creature doesn't have any move type,
1399 * give them walking as a default.
1400 * The second case is a special case - to more closely mimic the
1401 * old behaviour - if your flying, your not walking - just
1402 * one or the other.
1403 */
1404 if (move_type == 0)
1405 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK;
1408
1409 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now.
1411 */
1412 if (type == PLAYER)
1413 {
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
837 1427
838 for (i=0;i<NROFATTACKS;i++) { 1428 if (is_on_map ())
839 if (op->resist[i] > 0) 1429 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1430 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1431 {
845 1432 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1433
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1434 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1435 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 1436 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122
1123 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign.
1125 */
1126
1127 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'.
1132 */
1133 for (i=0; i<NROFATTACKS; i++) {
1134 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i];
1138 }
1139
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143
1144 check_stat_bounds(&(op->stats));
1145 pl_level=op->level;
1146
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1148
1149 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 }
1162
1163 for(i=11;i<=op->level;i++)
1164 op->stats.maxhp+=2;
1165
1166 if(op->stats.hp>op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp;
1168
1169 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above)
1171 */
1172 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op;
1174 if(!grace_obj) grace_obj = op;
1175 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1177
1178 if (mana_obj == op && op->type == PLAYER) {
1179 op->stats.maxsp = 1;
1180 } else {
1181 sp_tmp=0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if(i<2) {
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else {
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2)
1204 op->stats.sp=op->stats.maxsp*2;
1205
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1208
1209 if (grace_obj == op && op->type == PLAYER) {
1210 op->stats.maxgrace = 1;
1211 } else {
1212 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful.
1216 */
1217 sp_tmp=0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1219 float grace_tmp=0.0;
1220
1221 /* Got some extra bonus at first level */
1222 if(i<2) {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234
1235 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++)
1237 op->stats.maxgrace+=2;
1238 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else
1246 ac-=dex_bonus[op->stats.Dex];
1247
1248 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t.
1258 */
1259
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) {
1263 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--;
1265 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1268 }
1269 } else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]);
1271
1272 op->stats.dam+=dam_bonus[op->stats.Str];
1273
1274 if(op->stats.dam<1)
1275 op->stats.dam=1;
1276
1277 op->speed=1.0+speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282
1283 } /* End if player */
1284
1285 if(added_speed>=0)
1286 op->speed+=added_speed/10.0;
1287 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed);
1289
1290 /* Max is determined by armour */
1291 if(op->speed>max)
1292 op->speed=max;
1293
1294 if(op->type == PLAYER) {
1295 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is
1299 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1302 }
1303
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */
1309 op->speed = op->speed * speed_reduce_from_disease;
1310
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1312
1313 if(op->type == PLAYER) {
1314 float M,W,s,D,K,S,M2;
1315
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 M=(max_carry[op->stats.Str]-121)/121.0;
1322 M2=max_carry[op->stats.Str]/100.0;
1323 W=weapon_weight/20000.0;
1324 s=2-weapon_speed/10.0;
1325 D=(op->stats.Dex-14)/14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2;
1328 if(K<=0) K=0.01;
1329 S=op->speed/(K*s);
1330 op->contr->weapon_sp=S;
1331 }
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&&
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just
1353 * one or the other.
1354 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1357
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now.
1362 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr);
1364} 1437}
1365 1438
1366/* 1439/*
1367 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1442 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1443 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1444 * false otherwise.
1372 */ 1445 */
1373 1446int
1374int allowed_class(const object *op) { 1447allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1448{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1449 return op->stats.Dex > 0
1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1455 && op->stats.Cha > 0;
1378} 1456}
1379 1457
1380/* 1458/*
1381 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1384 * 1462 */
1385 * Note that the title is written to 'own_title' in the 1463void
1386 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'.
1389 */
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1465{
1391 int atnr=-1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1467 int level = 0; /* highest level */
1393 int i; 1468 int i;
1394 1469
1395 /* Perhaps do something more clever? */ 1470 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1471 if (!abil || !skin)
1397 1472 return;
1473
1398 /* first, look for the highest level */ 1474 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1475 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1476 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1477 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1478 {
1402 level = abil->resist[i]; 1479 level = abil->resist[i];
1403 atnr = i; 1480 atnr = i;
1404 } 1481 }
1405 } 1482 }
1406 1483
1407 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1485 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1412 1488
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1489 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1421 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1423 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1494 else
1495 {
1426 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50) 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1433 }
1434 } 1500 }
1435 1501
1436 strcpy(pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1437} 1503}
1438 1504
1439/* 1505/*
1440 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1508 * or change the ability-focus.
1443 */ 1509 */
1510void
1444void dragon_level_gain(object *who) { 1511dragon_level_gain (object *who)
1512{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1513 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1514 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1517
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1520 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1522 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1524 skin = tmp;
1457 } 1525
1458 }
1459 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1527 if (abil == NULL)
1461 1528 return;
1529
1462 /* The ability_force keeps track of maximum level ever achieved. 1530 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1531 * New abilties can only be gained by surpassing this max level
1464 */ 1532 */
1465 if (who->level > abil->level) { 1533 if (who->level > abil->level)
1534 {
1466 /* increase our focused ability */ 1535 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1536 abil->resist[abil->stats.exp]++;
1468
1469 1537
1538
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1539 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1540 {
1471 /* time to hand out a new ability-gift */ 1541 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1542 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.)); 1543 }
1474 } 1544
1475
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1545 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1546 {
1477 /* apply new ability focus */ 1547 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1548 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1549 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1550
1482 abil->stats.exp = abil->last_eat; 1551 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1552 abil->last_eat = 0;
1484 } 1553 }
1554
1555 abil->level = who->level;
1485 1556 }
1486 abil->level = who->level; 1557
1487 }
1488
1489 /* last but not least, set the new title for the dragon */ 1558 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1559 set_dragon_name (who, abil, skin);
1491} 1560}
1492 1561
1493/* Handy function - given the skill name skill_name, we find the skill 1562/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1563 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1564 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1565 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1566 * want to do something with it immediately.
1498 */ 1567 */
1568object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1569give_skill_by_name (object *op, const char *skill_name)
1500{ 1570{
1501 object *skill_obj; 1571 object *skill_obj;
1502 1572
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1574 if (!skill_obj)
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL;
1507 } 1575 {
1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1577 return NULL;
1578 }
1579
1508 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1581 * still doesn't know it.
1510 */ 1582 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1585 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1586 op->insert (skill_obj);
1515 if (op->contr) { 1587
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1588 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1589 pl->link_skills ();
1518 } 1590
1519 return skill_obj; 1591 return skill_obj;
1520} 1592}
1521
1522 1593
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1595 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1596 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1597 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1598 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1599 * (eg, skill)
1529 */ 1600 */
1601void
1530void player_lvl_adj(object *who, object *op) { 1602player_lvl_adj (object *who, object *op)
1603{
1531 char buf[MAX_BUF]; 1604 char buf[MAX_BUF];
1532 1605 bool changed = false;
1606
1533 if(!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1534 op = who; 1608 op = who;
1535 1609
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 {
1612 changed = true;
1613
1537 op->level++; 1614 op->level++;
1538 1615
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1616 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1617 dragon_level_gain (who);
1541 1618
1542 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1621 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1625 }
1548 1626
1549 fix_player(who); 1627 if (op->level > 1)
1550 if(op->level>1) { 1628 {
1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1640 if (who)
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 }
1643 }
1644
1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1646 {
1647 changed = true;
1648
1649 op->level--;
1650
1551 if (op->type!=PLAYER) 1651 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1652 {
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1564 } 1655 }
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1656 }
1657
1658 if (changed)
1566 } 1659 {
1660 who->update_stats ();
1661 esrv_update_stats (who->contr);
1567 /* check if the spell data has changed */ 1662 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr); 1663 esrv_update_spells (who->contr);
1664 }
1569} 1665}
1570 1666
1571/* 1667/*
1572 * Returns how much experience is needed for a player to become 1668 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1669 * the given level. level should really never exceed max_level
1574 */ 1670 */
1575 1671
1672sint64
1576sint64 level_exp(int level,double expmul) { 1673level_exp (int level, double expmul)
1674{
1577 if (level > settings.max_level) 1675 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1676 return (sint64) (expmul * levels[settings.max_level]);
1677
1579 return (sint64) (expmul * levels[level]); 1678 return (sint64) (expmul * levels[level]);
1580} 1679}
1581 1680
1582/* 1681/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1682 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1683 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1684 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1685 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1686 * this can now work on a much larger set of objects.
1588 */ 1687 */
1688void
1589void calc_perm_exp(object *op) 1689calc_perm_exp (object *op)
1590{ 1690{
1591 int p_exp_min; 1691 int p_exp_min;
1592 1692
1593 /* Ensure that our permanent experience minimum is met. 1693 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1694 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1695 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1696 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1697
1598 if (op->perm_exp < p_exp_min) 1698 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1699 op->perm_exp = p_exp_min;
1600 1700
1601 /* Cap permanent experience. */ 1701 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1702 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1703 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1704 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1705 op->perm_exp = MAX_EXPERIENCE;
1606} 1706}
1607
1608 1707
1609/* Add experience to a player - exp should only be positive. 1708/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1709 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1710 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1711 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1712 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1713 * flag is what to do if the player doesn't have the skill:
1615 */ 1714 */
1616 1715static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1716add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1717{
1619 object *skill_obj=NULL; 1718 object *skill_obj;
1620 sint64 limit, exp_to_add; 1719 sint64 limit, exp_to_add;
1621 int i; 1720 int i;
1622 1721
1623 /* prevents some forms of abuse. */ 1722 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1723 if (op->contr->braced)
1724 exp /= 5;
1625 1725
1626 /* Try to find the matching skill. 1726 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1727 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1728 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1729 * the players inventory.
1630 */ 1730 */
1731 skill_obj = 0;
1732
1631 if (skill_name) { 1733 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1734 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1735 skill_obj = op->contr->find_skill (skill_name);
1634 skill_obj = op->chosen_skill;
1635 else {
1636 for (i=0; i<NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1639 skill_obj = op->contr->last_skill_ob[i];
1640 break;
1641 }
1642 1736
1643 /* Player doesn't have the skill. Check to see what to do, and give 1737 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1738 * it to the player if necessary
1645 */ 1739 */
1646 if (!skill_obj) { 1740 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return; 1741 {
1742 if (flag == SK_EXP_NONE)
1743 return;
1744
1648 else if (flag == SK_EXP_ADD_SKILL) 1745 if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1746 skill_obj = give_skill_by_name (op, skill_name);
1747 }
1650 } 1748 }
1651 } 1749
1750 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1751 {
1653
1654 /* Basically, you can never gain more experience in one shot 1752 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1753 * than half what you need to gain for next level.
1656 */ 1754 */
1657 exp_to_add = exp; 1755 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1756 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1757 if (exp_to_add > limit)
1758 exp_to_add = limit;
1660 1759
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1760 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1761 if (settings.permanent_exp_ratio)
1762 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1763 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1764 calc_perm_exp (op);
1665 } 1765 }
1666 1766
1667 player_lvl_adj(op,NULL); 1767 player_lvl_adj (op, NULL);
1768 }
1769
1668 if (skill_obj) { 1770 if (skill_obj)
1771 {
1669 exp_to_add = exp; 1772 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1773 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1774 if (exp_to_add > limit)
1775 exp_to_add = limit;
1776
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1777 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1778 if (settings.permanent_exp_ratio)
1779 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1780 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1781 calc_perm_exp (skill_obj);
1676 } 1782 }
1783
1677 player_lvl_adj(op,skill_obj); 1784 player_lvl_adj (op, skill_obj);
1678 } 1785 }
1679} 1786}
1680 1787
1681/* This function checks to make sure that object 'op' can 1788/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1789 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1790 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1791 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1792 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1793 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1794 * amount that should get subtract from the player.
1688 */ 1795 */
1796sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1797check_exp_loss (const object *op, sint64 exp)
1690{ 1798{
1691 sint64 del_exp; 1799 sint64 del_exp;
1692 1800
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1801 if (exp > op->stats.exp)
1802 exp = op->stats.exp;
1803
1694 if (settings.permanent_exp_ratio) { 1804 if (settings.permanent_exp_ratio)
1805 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1807
1697 if (exp > del_exp) exp=del_exp; 1808 if (del_exp < 0)
1809 del_exp = 0;
1810
1811 if (exp > del_exp)
1812 exp = del_exp;
1698 } 1813 }
1814
1699 return exp; 1815 return exp;
1700} 1816}
1701 1817
1818sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1819check_exp_adjust (const object *op, sint64 exp)
1703{ 1820{
1821 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1822 return check_exp_loss (op, exp);
1823 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1824 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1825}
1707
1708 1826
1709/* Subtracts experience from player. 1827/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1828 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1829 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1830 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1834 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1835 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1836 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1837 * a postive number.
1720 */ 1838 */
1839static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1840subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1841{
1723 float fraction = (float) exp/(float) op->stats.exp; 1842 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1843 object *tmp;
1725 sint64 del_exp; 1844 sint64 del_exp;
1726 1845
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1846 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1847 if (tmp->type == SKILL && tmp->stats.exp)
1848 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1849 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1850 {
1730 del_exp = check_exp_loss(tmp, exp); 1851 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1852 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1853 player_lvl_adj (op, tmp);
1854 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1855 else if (flag != SK_SUBTRACT_SKILL_EXP)
1856 {
1734 /* only want to process other skills if we are not trying 1857 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1858 * to match a specific skill.
1736 */ 1859 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1860 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1861 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1862 player_lvl_adj (op, tmp);
1863 }
1740 } 1864 }
1741 } 1865
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1866 if (flag != SK_SUBTRACT_SKILL_EXP)
1867 {
1743 del_exp = check_exp_loss(op, exp); 1868 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1869 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1870 player_lvl_adj (op, NULL);
1746 } 1871 }
1747} 1872}
1748
1749
1750 1873
1751/* change_exp() - changes experience to a player/monster. This 1874/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1875 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1876 *
1754 * The exp passed is typically not modified much by this function - 1877 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1878 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1879 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1880 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1881 * these last two values are only used for players.
1759 */ 1882 */
1760 1883void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1884change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1885{
1763#ifdef EXP_DEBUG 1886#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1887 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1888#endif
1769#endif
1770 1889
1771 /* safety */ 1890 /* safety */
1772 if(!op) { 1891 if (!op)
1892 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1893 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1894 return;
1775 } 1895 }
1776 1896
1777 /* if no change in exp, just return - most of the below code 1897 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1898 * won't do anything if the value is 0 anyways.
1779 */ 1899 */
1780 if (exp == 0) return; 1900 if (exp == 0)
1901 return;
1781 1902
1782 /* Monsters are easy - we just adjust their exp - we 1903 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1904 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1905 * the exp they have - the monsters exp represents what its
1785 * worth. 1906 * worth.
1786 */ 1907 */
1787 if(op->type != PLAYER) { 1908 if (op->type != PLAYER)
1909 {
1788 /* Sanity check */ 1910 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1911 if (!QUERY_FLAG (op, FLAG_ALIVE))
1912 return;
1790 1913
1791 /* reset exp to max allowed value. We subtract from 1914 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1915 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1916 * more than max exp, just return.
1794 */ 1917 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1918 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1919 {
1796 exp = MAX_EXPERIENCE - op->stats.exp; 1920 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return; 1921 if (exp < 0)
1798 } 1922 return;
1923 }
1799 1924
1800 op->stats.exp += exp; 1925 op->stats.exp += exp;
1801 } 1926 }
1802 else { /* Players only */ 1927 else
1803 if(exp>0) 1928 { /* Players only */
1929 if (exp > 0)
1804 add_player_exp(op, exp, skill_name, flag); 1930 add_player_exp (op, exp, skill_name, flag);
1805 else 1931 else
1806 /* note that when you lose exp, it doesn't go against 1932 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that 1933 * a particular skill, so we don't need to pass that
1808 * along. 1934 * along.
1809 */ 1935 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1936 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1937 }
1813} 1938}
1814 1939
1815/* Applies a death penalty experience, the size of this is defined by the 1940/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 1941 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1942 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1943 */
1819 1944void
1820void apply_death_exp_penalty(object *op) { 1945apply_death_exp_penalty (object *op)
1821 object *tmp; 1946{
1822 sint64 loss; 1947 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1948 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1949 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1950
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1952 if (tmp->type == SKILL && tmp->stats.exp)
1828 1953 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1955 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1831 1956
1832 /* With the revised exp system, you can get cases where 1957 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1958 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1959 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1960 * tables is a lot harder.
1836 */ 1961 */
1837 if (level_loss < 0) level_loss = 0; 1962 if (level_loss < 0)
1963 level_loss = 0;
1838 1964
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1965 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1966
1841 tmp->stats.exp -= loss; 1967 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1968 player_lvl_adj (op, tmp);
1843 } 1969 }
1844 1970
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1972 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1973
1974 if (level_loss < 0)
1975 level_loss = 0;
1976
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1977 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1978
1850 op->stats.exp -= loss; 1979 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1980 player_lvl_adj (op, NULL);
1852} 1981}
1853 1982
1854/* This function takes an object (monster/player, op), and 1983/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1984 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1985 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1986 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1987 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1988 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1989 */
1990int
1861int did_make_save(const object *op, int level, int bonus) 1991did_make_save (const object *op, int level, int bonus)
1862{ 1992{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1993 if (level > MAX_SAVE_LEVEL)
1994 level = MAX_SAVE_LEVEL;
1864 1995
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1996 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1997 return 0;
1998
1999 return 1;
1868} 2000}
1869

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