ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 2010 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
147*/ 142*/
148 143
149#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
150 145
151/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 162
174#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
164
175/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 167 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 168 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 169 * and instead did_make_save should be used instead.
180 */ 170 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 171static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 172 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 173 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, 174 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, 175 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, 176 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, 177 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, 1 178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 179};
190 180
191const char *const attacks[NROFATTACKS] = { 181const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 182 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 186 "life stealing"
197}; 187};
198 188
199static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 191 "You're feeling clumsy!",
202 "You feel less healthy", 192 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 197};
208const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 199 "You feel your strength return.",
210 "You feel your agility return.", 200 "You feel your agility return.",
211 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
212 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 206};
217const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 208 "You feel stronger.",
219 "You feel more agile.", 209 "You feel more agile.",
220 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
221 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 215};
226const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 217 "You feel weaker!",
228 "You feel clumsy!", 218 "You feel clumsy!",
229 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
230 "You lose some of your memory!", 221 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 222 "You feel less potent!",
223 "You look ugly!",
234}; 224};
235 225
236const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 228};
239 229
240const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 232};
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}
275 233
276/* 234/*
277 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 236 * is added to the specified stat.
279 */ 237 */
280
281void 238void
282change_attr_value(living *stats,int attr,sint8 value) { 239change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 240{
284 switch(attr) { 241 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} 242}
335 243
336/* 244/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 246 * 1-30 stat limit.
339 */ 247 */
340 248void
341void check_stat_bounds(living *stats) { 249check_stat_bounds (living *stats)
342 int i,v; 250{
343 for(i=0;i<NUM_STATS;i++) 251 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 252 {
345 set_attr_value(stats,i,MAX_STAT); 253 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 255 }
348} 256}
349 257
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 259
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 263 */
356#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 266
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
360/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 270 * the object.
362 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 272 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 278 * that gives them that ability.
370 */ 279 */
280int
371int change_abil(object *op, object *tmp) { 281change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 282{
373 object refop; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
374 char message[MAX_BUF]; 285 char message[MAX_BUF];
375 int potion_max=0; 286 int potion_max = 0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
300
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. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
403 } 322 }
404 if (nstat != ostat) { 323 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 324 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 326 potion_max = 1;
411 } 327 }
412 } 328 }
329
413 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
447 success=1; 367 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 369 }
370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 372 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 373 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 375 }
376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 378 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 379 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 381 }
382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 384 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 385 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != prev_move_type)
396 {
473 success=1; 397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 414 }
415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 418 }
496 419
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 421 * originally undead may change their status
499 */ 422 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
502 success=1; 426 success = 1;
503 if(flag>0) { 427 if (flag > 0)
504 if(op->race) free_string(op->race); 428 {
505 op->race=add_string("undead"); 429 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431 }
507 } else { 432 else
508 if(op->race) free_string(op->race); 433 {
509 if(op->arch->clone.race) 434 op->race = op->arch->race;
510 op->race=add_string(op->arch->clone.race);
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
437 }
438
439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 {
441 success = 1;
442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 {
447 success = 1;
448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 }
450
451 /* blinded you can tell if more blinded since blinded player has minimal
452 * vision
453 */
454 if (tmp->flag [FLAG_BLIND])
455 {
456 success = 1;
457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461 else
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 op->set_flag (FLAG_BLIND);
465 if (op->type == PLAYER)
466 op->contr->do_los = 1;
514 } 467 }
515 } 468 }
516 469 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 470 {
518 success=1; 471 if (op->flag [FLAG_WIZ])
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 473 else
474 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
536 if(op->type==PLAYER) 477 if (op->type == PLAYER)
537 op->contr->do_los=1; 478 op->contr->do_los = 1;
538 } 479 }
539 } else { 480 }
540 if(QUERY_FLAG(op,FLAG_WIZ)) 481 }
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 482
483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 {
485 success = 1;
486 if (op->type == PLAYER)
487 op->contr->do_los = 1;
488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 }
490
491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 498 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 499 {
544 CLEAR_FLAG(op,FLAG_BLIND); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 501 if (op->type == PLAYER)
546 op->contr->do_los=1; 502 op->contr->do_los = 1;
547 } 503 }
548 } 504 }
549 } 505 else
550 506 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 507 if (op->flag [FLAG_WIZ])
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 509 else
510 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 512 if (op->type == PLAYER)
566 op->contr->do_los=1; 513 op->contr->do_los = 1;
567 } 514 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 } 515 }
576 }
577 } 516 }
578 517
579 if(tmp->stats.luck) { 518 if (tmp->stats.luck)
519 {
580 success=1; 520 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
582 } 525 {
583
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
585 success=1; 528 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!"); 530 }
588 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER
533 && tmp->type != SKILL && tmp->type != BOW)
534 {
591 success=1; 535 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
593 "You suddenly feel very mundane."); 537 }
594 }
595 538
596 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
598 success=1; 542 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy."); 544 }
601 }
602 545
603 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
604 success=1; 548 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
606 "You feel your digestion speeding up."); 550 }
607 } 551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
613 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
614 success=1; 561 success = 1;
562
615 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]);
618 else 565 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
620 change_resist_msg[i], op->resist[i]); 567
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
623 } 575 {
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1; 576 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 } 578 }
632 } 579
633 }
634 return success; 580 return success;
635} 581}
636 582
637/* 583/*
638 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 586 */
641 587void
642void drain_stat(object *op) { 588object::drain_stat ()
589{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
644} 591}
645 592
593void
646void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
647 object *tmp; 596 object *tmp;
648 archetype *at; 597 archetype *at;
649 598
650 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
651 if (!at) { 600 if (!at)
601 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 603 return;
604 }
654 } else { 605 else
606 {
655 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
656 if (!tmp) { 609 if (!tmp)
657 tmp = arch_to_object(at); 610 {
611 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
660 } 614 }
661 } 615 }
662 616
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 619 update_stats ();
666} 620}
667 621
668/* 622/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 624 * via an applied bad_luck object.
671 */ 625 */
672 626void
673void change_luck(object *op, int value) { 627object::change_luck (int value)
674 object *tmp; 628{
675 archetype *at; 629 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 630 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 632 else
633 {
682 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
683 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
684 if (!value) 646 if (value)
685 return; 647 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 650 * in op itself).
694 */ 651 */
695 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
696 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
697 op->stats.luck+=value; 656 stats.luck += value;
698 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
699 } 659 }
700 } else { 660 else
661 {
701 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
702 return; 663 return;
703 } 664
704 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
706 */ 667 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
708 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
709 op->stats.luck += diff; 672 stats.luck += diff;
710 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
711 } 675 }
712 }
713 } 676 }
714} 677}
715 678
716/* 679/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 681 */
719 682void
720void remove_statbonus(object *op) { 683object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 684{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 686 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 690 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 691}
736 692
737/* 693/*
738 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 695 */
740 696void
741void add_statbonus(object *op) { 697object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 698{
743 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 700 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 704 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
757 720
758/* 721/*
759 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
764 */ 727 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
767 */ 730 */
768 731void
769void fix_player(object *op) { 732object::update_stats ()
770 int i,j; 733{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 735 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
777 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
778 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 745 if (type == PLAYER)
746 {
747 contr->delayed_update = false;
748
780 for(i=0;i<NUM_STATS;i++) { 749 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
782 } 751
783 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 753 contr->encumbrance = 0;
785 754
786 op->attacktype=0; 755 attacktype = 0;
756
787 op->contr->digestion = 0; 757 contr->digestion = 0;
788 op->contr->gen_hp = 0; 758 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 759 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 760 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 762 contr->item_power = 0;
763 }
793 764
794 /* Don't clobber all the range_ values. range_golem otherwise 765 for (int i = NUM_BODY_LOCATIONS; i--; )
795 * gets reset for no good reason, and we don't want to reset 766 slot[i].used = slot[i].info;
796 * range_magic (what spell is readied). These three below 767
797 * well get filled in based on what the player has equipped. 768 slaying = 0;
798 */ 769
799 op->contr->ranges[range_bow] = NULL; 770 if (!this->flag [FLAG_WIZ])
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 771 {
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 772 this->clr_flag (FLAG_XRAYS);
804 773 this->clr_flag (FLAG_MAKE_INVIS);
805 if(op->slaying!=NULL) {
806 free_string(op->slaying);
807 op->slaying=NULL;
808 } 774 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) {
810 CLEAR_FLAG(op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
812 }
813 775
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 779
826 op->path_attuned=op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 784
785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
790
833 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
834 * archetype clone 792 * archetype clone
793 */
794 memcpy (&resist, &arch->resist, sizeof (resist));
795
796 for (int i = 0; i < NROFATTACKS; i++)
797 {
798 if (resist[i] > 0)
799 prot[i] = resist[i], vuln[i] = 0;
800 else
801 vuln[i] = -resist[i], prot[i] = 0;
802
803 potion_resist[i] = -1000;
804 }
805
806 wc = arch->stats.wc;
807 stats.dam = arch->stats.dam;
808
809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
810 * plus a small amount of physical resist, those poor suckers. ;)
811 * the fact that maxlevel is factored in could be considered sort of bogus -
812 * we should probably give them some bonus and cap it off - otherwise,
813 * basically, if a server updates its max level, these playes may find
814 * that their protection from physical goes down
815 */
816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
817 {
818 ac = max (-10, arch->stats.ac - level / 3);
819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
820 }
821 else
822 ac = arch->stats.ac;
823
824 stats.luck = arch->stats.luck;
825 speed = arch->speed;
826
827 chosen_skill = 0;
828
829 /* OK - we've reset most all the objects attributes to sane values.
830 * now go through and make adjustments for what the player has equipped.
831 */
832 for (tmp = inv; tmp; tmp = tmp->below)
833 {
834 /* This happens because apply_potion calls change_abil with the potion
835 * applied so we can tell the player what changed. But change_abil
836 * then calls this function.
835 */ 837 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
839 continue;
840
841 glow_radius += tmp->glow_radius;
842
843 /* For some things, we don't care what is equipped */
844 if (tmp->type == SKILL)
845 {
846 /* Want to take the highest skill here. */
847 if (IS_MANA_SKILL (tmp->subtype))
848 {
849 if (!mana_obj)
850 mana_obj = tmp;
851 else if (tmp->level > mana_obj->level)
852 mana_obj = tmp;
853 }
854
855 if (IS_GRACE_SKILL (tmp->subtype))
856 {
857 if (!grace_obj)
858 grace_obj = tmp;
859 else if (tmp->level > grace_obj->level)
860 grace_obj = tmp;
861 }
862 }
863
864 /* Container objects are not meant to adjust players, but other applied
865 * objects need to make adjustments.
866 * This block should handle all player specific changes
867 * The check for Praying is a bit of a hack - god given bonuses are put
868 * in the praying skill, and the player should always get those.
869 * It also means we need to put in additional checks for applied below,
870 * because the skill shouldn't count against body positions being used
871 * up, etc.
872 */
873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON)
876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
877 {
878 if (type == PLAYER)
879 {
880 contr->item_power += tmp->item_power;
881
882 for (int i = 0; i < NUM_STATS; i++)
883 stat_sum [i] += tmp->stats.stat (i);
884
885 if (digest_types [tmp->type])
886 {
887 contr->digestion += tmp->stats.food;
888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
890 contr->gen_sp += tmp->stats.sp;
891 contr->gen_grace += tmp->stats.grace;
892 contr->gen_sp_armour += tmp->gen_sp_armour;
893 }
894 } /* if this is a player */
895 else
896 {
897 if (tmp->type == WEAPON)
898 current_weapon = tmp;
899 }
900
901 /* Update slots used for items */
902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
904 slot[i].used += tmp->slot[i].info;
905
906 if (tmp->type == SYMPTOM)
907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
908
909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
910 * (Negative protections are calculated exactly like positive.)
911 * Resistance from potions are treated special as well. If there's
912 * more than one potion-effect, the bigger prot.-value is taken.
913 */
914 if (tmp->type == POTION_EFFECT)
915 for (int i = 0; i < NROFATTACKS; i++)
916 max_it (potion_resist[i], tmp->resist[i]);
917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
919 if (tmp->resist[i] > 0)
920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
921 else if (tmp->resist[i] < 0)
922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
923
924 /* There may be other things that should not adjust the attacktype */
925 if (tmp->type != SYMPTOM)
926 {
927 attacktype |= tmp->attacktype;
928 path_attuned |= tmp->path_attuned;
929 path_repelled |= tmp->path_repelled;
930 path_denied |= tmp->path_denied;
931 move_type |= tmp->move_type;
932 stats.luck += tmp->stats.luck;
933 }
934
935 flag |= tmp->flag & copy_flags;
936
937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
938 this->set_flag (FLAG_UNDEAD);
939
940 //TODO: copy_flags?
941 if (tmp->flag [FLAG_MAKE_INVIS])
942 {
943 set_flag (FLAG_MAKE_INVIS);
944 invisible = 1;
945 }
946
947 if (tmp->stats.exp && tmp->type != SKILL)
948 {
949 if (tmp->stats.exp > 0)
950 {
951 added_speed += tmp->stats.exp / 3.f;
952 bonus_speed += tmp->stats.exp / 3.f + 1.f;
953 }
954 else
955 added_speed += tmp->stats.exp;
956 }
957
958 switch (tmp->type)
959 {
960 case SKILL:
961 {
962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
964 break;
965
966 if (chosen_skill)
967 {
968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
976 chosen_skill = tmp;
977
978 if (tmp->stats.dam > 0)
979 { /* skill is a 'weapon' */
980 if (!this->flag [FLAG_READY_WEAPON])
981 weapon_speed = max (0, WEAPON_SPEED (tmp));
982
983 weapon_weight = tmp->weight;
984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
985
986 if (tmp->magic)
987 stats.dam += tmp->magic;
988 }
989
990 if (tmp->stats.wc)
991 wc -= tmp->stats.wc + tmp->magic;
992
993 if (tmp->slaying)
994 slaying = tmp->slaying;
995
996 if (tmp->stats.ac)
997 ac -= tmp->stats.ac + tmp->magic;
998
999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1000 contr->encumbrance += 3 * tmp->weight / 1000;
1001 }
1002
1003 break;
1004
1005 case SHIELD:
1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1009 case RING:
1010 case AMULET:
1011 case GIRDLE:
1012 case HELMET:
1013 case BOOTS:
1014 case GLOVES:
1015 case CLOAK:
1016 if (tmp->stats.wc)
1017 wc -= tmp->stats.wc + tmp->magic;
1018
1019 if (tmp->stats.dam)
1020 stats.dam += tmp->stats.dam + tmp->magic;
1021
1022 if (tmp->stats.ac)
1023 ac -= tmp->stats.ac + tmp->magic;
1024
1025 break;
1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1032 case BOW:
1033 case WEAPON:
1034 wc -= tmp->stats.wc + tmp->magic;
1035
1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1037 ac -= tmp->stats.ac + tmp->magic;
1038
1039 stats.dam += tmp->stats.dam + tmp->magic;
1040 weapon_weight = tmp->weight;
1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1042
1043 if (weapon_speed < 0)
1044 weapon_speed = 0;
1045
1046 slaying = tmp->slaying;
1047
1048 /* If there is desire that two handed weapons should do
1049 * extra strength damage, this is where the code should
1050 * go.
1051 */
1052
1053 if (type == PLAYER)
1054 if (settings.spell_encumbrance)
1055 contr->encumbrance += tmp->weight * 3 / 1000;
1056
1057 break;
1058
1059 case ARMOUR: /* Only the best of these three are used: */
1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1061 contr->encumbrance += tmp->weight / 1000;
1062
1063 case BRACERS:
1064 case FORCE:
1065 if (tmp->stats.wc)
1066 {
1067 if (best_wc < tmp->stats.wc + tmp->magic)
1068 {
1069 wc += best_wc;
1070 best_wc = tmp->stats.wc + tmp->magic;
1071 }
1072 else
1073 wc += tmp->stats.wc + tmp->magic;
1074 }
1075
1076 if (tmp->stats.ac)
1077 {
1078 if (best_ac < tmp->stats.ac + tmp->magic)
1079 {
1080 ac += best_ac; /* Remove last bonus */
1081 best_ac = tmp->stats.ac + tmp->magic;
1082 }
1083 else /* To nullify the below effect */
1084 ac += tmp->stats.ac + tmp->magic;
1085 }
1086
1087 if (tmp->stats.wc)
1088 wc -= tmp->stats.wc + tmp->magic;
1089
1090 if (tmp->stats.ac)
1091 ac -= tmp->stats.ac + tmp->magic;
1092
1093 if (ARMOUR_SPEED (tmp))
1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1095
1096 break;
1097 } /* switch tmp->type */
1098 } /* item is equipped */
1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1102
1103 /* We've gone through all the objects the player has equipped. For many things, we
1104 * have generated intermediate values which we now need to assign.
1105 */
1106
1107 /* 'total resistance = total protections - total vulnerabilities'.
1108 * If there is an uncursed potion in effect, granting more protection
1109 * than that, we take: 'total resistance = resistance from potion'.
1110 * If there is a cursed (and no uncursed) potion in effect, we take
1111 * 'total resistance = vulnerability from cursed potion'.
1112 */
1113 for (int i = 0; i < NROFATTACKS; i++)
1114 {
1115 resist[i] = prot[i] - vuln[i];
1116
1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1119 resist[i] = potion_resist[i];
1120 }
1121
1122 if (type == PLAYER)
1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1132 /* Figure out the players sp/mana/hp totals. */
1133 int pl_level;
1134
1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1136
1137 /* You basically get half a con bonus/level. But we do take into account rounding,
1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1139 */
1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1142 {
1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1144
1145 if (i % 2 && con_bonus[stats.Con] % 2)
1146 if (con_bonus[stats.Con] > 0)
1147 j++;
1148 else
1149 j--;
1150
1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1152 }
1153
1154 stats.maxhp += 2 * max (0, level - 10);
1155
1156 if (stats.hp > stats.maxhp)
1157 stats.hp = stats.maxhp;
1158
1159 /* Sp gain is controlled by the level of the player's
1160 * relevant experience object (mana_obj, see above)
1161 */
1162 /* following happen when skills system is not used */
1163 if (!mana_obj)
1164 mana_obj = this;
1165
1166 if (!grace_obj)
1167 grace_obj = this;
1168
1169 /* set maxsp */
1170 if (!mana_obj || !mana_obj->level || type != PLAYER)
1171 mana_obj = this;
1172
1173 if (mana_obj == this && type == PLAYER)
1174 stats.maxsp = 1;
1175 else
1176 {
1177 float sp_tmp = 0.f;
1178
1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1180 {
1181 float stmp;
1182
1183 /* Got some extra bonus at first level */
1184 if (i < 2)
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1186 else
1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1188
1189 sp_tmp += max (1.f, stmp);
1190 }
1191
1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1193 }
1194
1195 /* Characters can get their sp supercharged via rune of transferrance */
1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1197
1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1200 grace_obj = this;
1201
1202 if (grace_obj == this && type == PLAYER)
1203 stats.maxgrace = 1;
1204 else
1205 {
1206 /* store grace in a float - this way, the divisions below don't create
1207 * big jumps when you go from level to level - with int's, it then
1208 * becomes big jumps when the sums of the bonuses jump to the next
1209 * step of 8 - with floats, even fractional ones are useful.
1210 */
1211 float sp_tmp = 0.f;
1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1214 {
1215 float grace_tmp = 0.f;
1216
1217 /* Got some extra bonus at first level */
1218 if (i < 2)
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1220 else
1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1222
1223 sp_tmp += max (1.f, grace_tmp);
1224 }
1225
1226 /* two grace points per level after 10 */
1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1228 }
1229
1230 /* No limit on grace vs maxgrace */
1231
1232 if (contr->braced)
1233 {
1234 ac += 2;
1235 wc += 4;
1236 }
1237 else
1238 ac -= dex_bonus[stats.Dex];
1239
1240 /* In new exp/skills system, wc bonuses are related to
1241 * the players level in a relevant exp object (wc_obj)
1242 * not the general player level -b.t.
1243 * I changed this slightly so that wc bonuses are better
1244 * than before. This is to balance out the fact that
1245 * the player no longer gets a personal weapon w/ 1
1246 * improvement every level, now its fighterlevel/5. So
1247 * we give the player a bonus here in wc and dam
1248 * to make up for the change. Note that I left the
1249 * monster bonus the same as before. -b.t.
1250 */
1251 object *wc_obj = chosen_skill;
1252
1253 if (contr && wc_obj && wc_obj->level > 1)
1254 {
1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1256
1257 for (int i = 1; i < wc_obj->level; i++)
1258 {
1259 /* additional wc every 6 levels */
1260 if (!(i % 6))
1261 wc--;
1262
1263 /* additional dam every 4 levels. */
1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1266 }
1267 }
1268 else
1269 wc -= level + thaco_bonus[stats.Str];
1270
1271 stats.dam += dam_bonus[stats.Str];
1272
1273 if (stats.dam < 1)
1274 stats.dam = 1;
1275
1276 speed = 1.f + speed_bonus[stats.Dex];
1277
1278 if (settings.search_items && contr->search_str[0])
1279 speed -= 1;
1280 } /* End if player */
1281
1282 if (added_speed >= 0)
1283 speed += added_speed / 10.f;
1284 else /* Something wrong here...: */
1285 speed /= 1.f - added_speed;
1286
1287 /* Max is determined by armour */
1288 speed = min (speed, max_speed);
1289
1290 if (type == PLAYER)
1291 {
1292 /* f is a number the represents the number of kg above (positive num)
1293 * or below (negative number) that the player is carrying. If above
1294 * weight limit, then player suffers a speed reduction based on how
1295 * much above he is, and what is max carry is
1296 */
1297 float f = (carrying / 1000) - max_carry[stats.Str];
1298 if (f > 0.f)
1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1300 }
1301
1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1304
1305 /* Put a lower limit on speed. Note with this speed, you move once every
1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1307 */
1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1309
1310 if (speed != old_speed)
1311 set_speed (speed);
1312
1313 if (type == PLAYER)
1314 {
1315 /* (This formula was made by vidarl@ifi.uio.no)
1316 * Note that we never used these values again - basically
1317 * all of these could be subbed into one big equation, but
1318 * that would just be a real pain to read.
1319 */
1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1321 float M2 = max_carry[stats.Str] / 100.f;
1322 float W = weapon_weight / 20000.f;
1323 float s = (20 - weapon_speed) / 10.f;
1324 float D = (stats.Dex - 14) / 14.f;
1325 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1326
1327 K *= (4 + level) * 1.2f / (6 + level);
1328
1329 if (K <= 0.01f)
1330 K = 0.01f;
1331
1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1333 }
1334
1335 /* I want to limit the power of small monsters with big weapons: */
1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1337 stats.dam = arch->stats.dam * 3;
1338
1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1340 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1341
1342 /* if for some reason the creature doesn't have any move type,
1343 * give them walking as a default.
1344 * The second case is a special case - to more closely mimic the
1345 * old behaviour - if your flying, your not walking - just
1346 * one or the other.
1347 */
1348 if (move_type == 0)
1349 move_type = MOVE_WALK;
1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1351 move_type &= ~MOVE_WALK;
1352
1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1356
1357 /* It is quite possible that a player's spell costing might have changed,
1358 * so we will check that now.
1359 */
1360 if (is_player ())
1361 contr->update_spells ();
1362
1363 // update the mapspace, if we are on a map
1364 if (!flag [FLAG_REMOVED] && map)
1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
837 1372
838 for (i=0;i<NROFATTACKS;i++) { 1373 if (is_on_map ())
839 if (op->resist[i] > 0) 1374 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1375 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1376 {
845 1377 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1378
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1379 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1380 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 } 1381 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 }
1106 if(tmp->stats.ac) {
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122
1123 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign.
1125 */
1126
1127 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'.
1132 */
1133 for (i=0; i<NROFATTACKS; i++) {
1134 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i];
1138 }
1139
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143
1144 check_stat_bounds(&(op->stats));
1145 pl_level=op->level;
1146
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1148
1149 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 }
1162
1163 for(i=11;i<=op->level;i++)
1164 op->stats.maxhp+=2;
1165
1166 if(op->stats.hp>op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp;
1168
1169 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above)
1171 */
1172 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op;
1174 if(!grace_obj) grace_obj = op;
1175 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1177
1178 if (mana_obj == op && op->type == PLAYER) {
1179 op->stats.maxsp = 1;
1180 } else {
1181 sp_tmp=0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if(i<2) {
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else {
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2)
1204 op->stats.sp=op->stats.maxsp*2;
1205
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1208
1209 if (grace_obj == op && op->type == PLAYER) {
1210 op->stats.maxgrace = 1;
1211 } else {
1212 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful.
1216 */
1217 sp_tmp=0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1219 float grace_tmp=0.0;
1220
1221 /* Got some extra bonus at first level */
1222 if(i<2) {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234
1235 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++)
1237 op->stats.maxgrace+=2;
1238 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else
1246 ac-=dex_bonus[op->stats.Dex];
1247
1248 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t.
1258 */
1259
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) {
1263 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--;
1265 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1268 }
1269 } else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]);
1271
1272 op->stats.dam+=dam_bonus[op->stats.Str];
1273
1274 if(op->stats.dam<1)
1275 op->stats.dam=1;
1276
1277 op->speed=1.0+speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282
1283 } /* End if player */
1284
1285 if(added_speed>=0)
1286 op->speed+=added_speed/10.0;
1287 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed);
1289
1290 /* Max is determined by armour */
1291 if(op->speed>max)
1292 op->speed=max;
1293
1294 if(op->type == PLAYER) {
1295 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is
1299 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1302 }
1303
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */
1309 op->speed = op->speed * speed_reduce_from_disease;
1310
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1312
1313 if(op->type == PLAYER) {
1314 float M,W,s,D,K,S,M2;
1315
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 M=(max_carry[op->stats.Str]-121)/121.0;
1322 M2=max_carry[op->stats.Str]/100.0;
1323 W=weapon_weight/20000.0;
1324 s=2-weapon_speed/10.0;
1325 D=(op->stats.Dex-14)/14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2;
1328 if(K<=0) K=0.01;
1329 S=op->speed/(K*s);
1330 op->contr->weapon_sp=S;
1331 }
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&&
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just
1353 * one or the other.
1354 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1357
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now.
1362 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr);
1364} 1382}
1365 1383
1366/* 1384/*
1367 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1386 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1387 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1388 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1389 * false otherwise.
1372 */ 1390 */
1373 1391int
1374int allowed_class(const object *op) { 1392allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1393{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1394 return op->stats.Dex > 0
1395 && op->stats.Str > 0
1396 && op->stats.Con > 0
1397 && op->stats.Int > 0
1398 && op->stats.Wis > 0
1399 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1400 && op->stats.Cha > 0;
1378} 1401}
1379 1402
1380/* 1403/*
1381 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1406 * eventually change the player's face and animation)
1384 * 1407 */
1385 * Note that the title is written to 'own_title' in the 1408void
1386 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'.
1389 */
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1410{
1391 int atnr=-1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1412 int level = 0; /* highest level */
1393 int i; 1413 int i;
1394 1414
1395 /* Perhaps do something more clever? */ 1415 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1416 if (!abil || !skin)
1397 1417 return;
1418
1398 /* first, look for the highest level */ 1419 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1420 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1421 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1422 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1423 {
1402 level = abil->resist[i]; 1424 level = abil->resist[i];
1403 atnr = i; 1425 atnr = i;
1404 } 1426 }
1405 } 1427 }
1406 1428
1407 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1430 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1412 1433
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1434 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1421 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1423 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1439 else
1440 {
1426 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1433 }
1434 } 1445 }
1435 1446
1436 strcpy(pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1437} 1448}
1438 1449
1439/* 1450/*
1440 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1453 * or change the ability-focus.
1443 */ 1454 */
1455static void
1444void dragon_level_gain(object *who) { 1456dragon_level_gain (object *who)
1457{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1458 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1459 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1461 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1462
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1465 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1467 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1469 skin = tmp;
1457 } 1470
1458 }
1459 /* if the force is missing -> bail out */ 1471 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1472 if (abil == NULL)
1461 1473 return;
1474
1462 /* The ability_force keeps track of maximum level ever achieved. 1475 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1476 * New abilties can only be gained by surpassing this max level
1464 */ 1477 */
1465 if (who->level > abil->level) { 1478 if (who->level > abil->level)
1479 {
1466 /* increase our focused ability */ 1480 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1481 abil->resist[abil->stats.exp]++;
1468
1469 1482
1483
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1484 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1485 {
1471 /* time to hand out a new ability-gift */ 1486 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1487 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1488 }
1475 1489
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1490 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1491 {
1477 /* apply new ability focus */ 1492 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1493 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1495
1482 abil->stats.exp = abil->last_eat; 1496 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1497 abil->last_eat = 0;
1484 } 1498 }
1485 1499
1486 abil->level = who->level; 1500 abil->level = who->level;
1487 } 1501 }
1488 1502
1489 /* last but not least, set the new title for the dragon */ 1503 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1504 set_dragon_name (who, abil, skin);
1491} 1505}
1492 1506
1493/* Handy function - given the skill name skill_name, we find the skill 1507/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1508 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1509 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1510 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1511 * want to do something with it immediately.
1498 */ 1512 */
1513object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1514give_skill_by_name (object *op, const char *skill_name)
1500{ 1515{
1501 object *skill_obj; 1516 object *skill_obj;
1502 1517
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1519 if (!skill_obj)
1520 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1506 return NULL; 1522 return NULL;
1507 } 1523 }
1524
1508 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1526 * still doesn't know it.
1510 */ 1527 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1530 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1531 op->insert (skill_obj);
1515 if (op->contr) { 1532
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1533 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1534 pl->link_skills ();
1518 } 1535
1519 return skill_obj; 1536 return skill_obj;
1520} 1537}
1521
1522 1538
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1540 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1541 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1542 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1543 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1544 * (eg, skill)
1529 */ 1545 */
1546void
1530void player_lvl_adj(object *who, object *op) { 1547player_lvl_adj (object *who, object *op)
1548{
1531 char buf[MAX_BUF]; 1549 char buf[MAX_BUF];
1532 1550 bool changed = false;
1551
1533 if(!op) /* when rolling stats */ 1552 if (!op) /* when rolling stats */
1534 op = who; 1553 op = who;
1535 1554
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1556 {
1557 changed = true;
1558
1537 op->level++; 1559 op->level++;
1538 1560
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1562 dragon_level_gain (who);
1541 1563
1542 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1566 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1567 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1568 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1570 }
1571
1572 if (op->level > 1)
1547 } 1573 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1553 else 1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1582 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1583 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1584
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1585 if (who)
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1587 }
1588 }
1589
1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1591 {
1592 changed = true;
1593
1594 op->level--;
1595
1596 if (op->type != PLAYER)
1564 } 1597 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1598 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1600 }
1566 } 1601 }
1567 /* check if the spell data has changed */ 1602
1568 esrv_update_spells(who->contr); 1603 if (changed)
1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1605}
1570 1606
1571/* 1607/*
1572 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1574 */ 1610 */
1575 1611
1612sint64
1576sint64 level_exp(int level,double expmul) { 1613level_exp (int level, double expmul)
1577 if (level > settings.max_level) 1614{
1578 return (sint64) (expmul * levels[settings.max_level]); 1615 return expmul * level_to_min_exp (level);
1579 return (sint64) (expmul * levels[level]);
1580} 1616}
1581 1617
1582/* 1618/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1621 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1622 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1623 * this can now work on a much larger set of objects.
1588 */ 1624 */
1625void
1589void calc_perm_exp(object *op) 1626calc_perm_exp (object *op)
1590{ 1627{
1591 int p_exp_min; 1628 int p_exp_min;
1592 1629
1593 /* Ensure that our permanent experience minimum is met. 1630 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1631 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1632 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1633 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1634
1598 if (op->perm_exp < p_exp_min) 1635 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1636 op->perm_exp = p_exp_min;
1600 1637
1601 /* Cap permanent experience. */ 1638 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1639 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1640 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1641 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1642 op->perm_exp = MAX_EXPERIENCE;
1606} 1643}
1607
1608 1644
1609/* Add experience to a player - exp should only be positive. 1645/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1646 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1647 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1648 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1649 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1615 */ 1651 */
1616 1652static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1654{
1619 object *skill_obj=NULL; 1655 object *skill_obj;
1620 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1621 int i; 1657 int i;
1622 1658
1623 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1660 if (op->contr->braced)
1661 exp /= 5;
1625 1662
1626 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1666 * the players inventory.
1630 */ 1667 */
1668 skill_obj = 0;
1669
1631 if (skill_name) { 1670 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1671 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1672 skill_obj = op->contr->find_skill (skill_name);
1634 skill_obj = op->chosen_skill;
1635 else {
1636 for (i=0; i<NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1639 skill_obj = op->contr->last_skill_ob[i];
1640 break;
1641 }
1642 1673
1643 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1675 * it to the player if necessary
1645 */ 1676 */
1646 if (!skill_obj) { 1677 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return;
1648 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name);
1650 }
1651 } 1678 {
1679 if (flag == SK_EXP_NONE)
1680 return;
1681
1682 if (flag == SK_EXP_ADD_SKILL)
1683 skill_obj = give_skill_by_name (op, skill_name);
1684 }
1685 }
1686
1687 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1688 {
1653
1654 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1656 */ 1691 */
1657 exp_to_add = exp; 1692 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1694 if (exp_to_add > limit)
1695 exp_to_add = limit;
1660 1696
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1698 if (settings.permanent_exp_ratio)
1699 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1700 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1701 calc_perm_exp (op);
1665 } 1702 }
1666 1703
1667 player_lvl_adj(op,NULL); 1704 player_lvl_adj (op, NULL);
1705 }
1706
1668 if (skill_obj) { 1707 if (skill_obj)
1708 {
1669 exp_to_add = exp; 1709 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1711 if (exp_to_add > limit)
1712 exp_to_add = limit;
1713
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1715 if (settings.permanent_exp_ratio)
1716 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1717 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1718 calc_perm_exp (skill_obj);
1676 } 1719 }
1720
1677 player_lvl_adj(op,skill_obj); 1721 player_lvl_adj (op, skill_obj);
1678 } 1722 }
1679} 1723}
1680 1724
1681/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1688 */ 1732 */
1733static sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1690{ 1735{
1691 sint64 del_exp; 1736 sint64 del_exp;
1692 1737
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1738 if (exp > op->stats.exp)
1739 exp = op->stats.exp;
1740
1694 if (settings.permanent_exp_ratio) { 1741 if (settings.permanent_exp_ratio)
1742 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1744
1745 if (del_exp < 0)
1746 del_exp = 0;
1747
1697 if (exp > del_exp) exp=del_exp; 1748 if (exp > del_exp)
1749 exp = del_exp;
1698 } 1750 }
1751
1699 return exp; 1752 return exp;
1700} 1753}
1701 1754
1755sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1703{ 1757{
1758 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1759 return check_exp_loss (op, exp);
1760 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1762}
1707
1708 1763
1709/* Subtracts experience from player. 1764/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1767 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1771 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1772 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1773 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1774 * a postive number.
1720 */ 1775 */
1776static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1777subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1778{
1723 float fraction = (float) exp/(float) op->stats.exp; 1779 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1780 object *tmp;
1725 sint64 del_exp; 1781 sint64 del_exp;
1726 1782
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1784 if (tmp->type == SKILL && tmp->stats.exp)
1785 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1787 {
1730 del_exp = check_exp_loss(tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1790 player_lvl_adj (op, tmp);
1791 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1792 else if (flag != SK_SUBTRACT_SKILL_EXP)
1793 {
1734 /* only want to process other skills if we are not trying 1794 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1795 * to match a specific skill.
1736 */ 1796 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1797 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1798 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1799 player_lvl_adj (op, tmp);
1740 } 1800 }
1741 } 1801 }
1802
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1803 if (flag != SK_SUBTRACT_SKILL_EXP)
1804 {
1743 del_exp = check_exp_loss(op, exp); 1805 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1806 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1807 player_lvl_adj (op, NULL);
1746 } 1808 }
1747} 1809}
1748
1749
1750 1810
1751/* change_exp() - changes experience to a player/monster. This 1811/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1812 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1813 *
1754 * The exp passed is typically not modified much by this function - 1814 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1815 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1816 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1817 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1818 * these last two values are only used for players.
1759 */ 1819 */
1760 1820void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1821change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1822{
1763#ifdef EXP_DEBUG 1823#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1824 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1825#endif
1769#endif
1770 1826
1771 /* safety */ 1827 /* safety */
1772 if(!op) { 1828 if (!op)
1829 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1830 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1831 return;
1775 } 1832 }
1776 1833
1777 /* if no change in exp, just return - most of the below code 1834 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1835 * won't do anything if the value is 0 anyways.
1779 */ 1836 */
1780 if (exp == 0) return; 1837 if (exp == 0)
1838 return;
1781 1839
1782 /* Monsters are easy - we just adjust their exp - we 1840 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1841 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1842 * the exp they have - the monsters exp represents what its
1785 * worth. 1843 * worth.
1786 */ 1844 */
1787 if(op->type != PLAYER) { 1845 if (op->type != PLAYER)
1846 {
1788 /* Sanity check */ 1847 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1848 if (!op->flag [FLAG_ALIVE])
1849 return;
1790 1850
1791 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1853 * more than max exp, just return.
1854 */
1855 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1856 {
1857 exp = MAX_EXPERIENCE - op->stats.exp;
1858 if (exp < 0)
1859 return;
1860 }
1861
1862 op->stats.exp += exp;
1863 }
1864 else
1865 { /* Players only */
1866 if (exp > 0)
1867 add_player_exp (op, exp, skill_name, flag);
1868 else
1869 /* note that when you lose exp, it doesn't go against
1870 * a particular skill, so we don't need to pass that
1871 * along.
1794 */ 1872 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1873 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1874 }
1813} 1875}
1814 1876
1815/* Applies a death penalty experience, the size of this is defined by the 1877/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 1878 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1880 */
1819 1881void
1820void apply_death_exp_penalty(object *op) { 1882apply_death_exp_penalty (object *op)
1821 object *tmp; 1883{
1822 sint64 loss; 1884 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1887
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1889 if (tmp->type == SKILL && tmp->stats.exp)
1828 1890 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1831 1893
1832 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1897 * tables is a lot harder.
1836 */ 1898 */
1837 if (level_loss < 0) level_loss = 0; 1899 if (level_loss < 0)
1900 level_loss = 0;
1838 1901
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1903
1841 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1905 player_lvl_adj (op, tmp);
1843 } 1906 }
1844 1907
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1908 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1910
1911 if (level_loss < 0)
1912 level_loss = 0;
1913
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1915
1850 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1917 player_lvl_adj (op, NULL);
1852} 1918}
1853 1919
1854/* This function takes an object (monster/player, op), and 1920/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1921 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1922 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1923 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1924 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1925 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1926 */
1927int
1861int did_make_save(const object *op, int level, int bonus) 1928did_make_save (const object *op, int level, int bonus)
1862{ 1929{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1930 if (level > MAX_SAVE_LEVEL)
1931 level = MAX_SAVE_LEVEL;
1864 1932
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1933 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1934 return 0;
1935
1936 return 1;
1868} 1937}
1869

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines