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Comparing deliantra/server/common/living.C (file contents):
Revision 1.7 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.57 by root, Mon May 14 21:32:26 2007 UTC

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

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