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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.116 by root, Sun Apr 4 04:10:47 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 1.8 2006/09/09 22:09:19 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()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 263 * 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. 264 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
373 char message[MAX_BUF]; 287 char message[MAX_BUF];
374 int potion_max=0; 288 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381 289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
382 if(op->type==PLAYER) { 297 if (op->type == PLAYER)
298 {
383 if (tmp->type==POTION) { 299 if (tmp->type == POTION)
300 {
384 potion_max=1; 301 potion_max = 1;
302
385 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 304 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
390 307
391 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
393 310
394 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
395 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
397 * to allow for that. 313 * to allow for that.
398 */ 314 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
402 } 324 }
403 if (nstat != ostat) { 325 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 326 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 328 potion_max = 1;
410 } 329 }
411 } 330 }
331
412 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 334 * recalculates this anyway.
415 */ 335 */
416 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
418 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 340 } /* end of potion handling code */
420 } 341 }
421 342
422 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 344 * everything to set
424 */ 345 */
425 if(flag == -1) { 346 if (flag == -1)
347 {
426 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 353 * and not the other move_ fields.
432 */ 354 */
433 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
434 } 356 }
435 357
436 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
439 */ 361 */
440 fix_player(op); 362 op->update_stats ();
441 363
442 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 365 * print out message if this is a bow.
444 */ 366 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
446 success=1; 369 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 374 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1; 375 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 380 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1; 381 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 386 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1; 387 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 389 }
390
465 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 395 * from fly high)
470 */ 396 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
472 success=1; 399 success = 1;
473 400
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
476 */ 403 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
479 } 407 }
480 408
481 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
482 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 412 * in that case, you don't actually land
484 */ 413 */
485 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 416 }
417
489 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491
492 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op);
494 } 420 }
495 421
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 423 * originally undead may change their status
498 */ 424 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
501 success=1; 428 success = 1;
502 if(flag>0) { 429 if (flag > 0)
430 {
503 op->race = "undead"; 431 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
505 } else { 434 else
435 {
506 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (tmp->flag [FLAG_BLIND])
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
508 } 469 }
509 } 470 }
510 471 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 472 {
512 success=1; 473 if (op->flag [FLAG_WIZ])
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 475 else
476 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
530 if(op->type==PLAYER) 479 if (op->type == PLAYER)
531 op->contr->do_los=1; 480 op->contr->do_los = 1;
532 } 481 }
533 } else { 482 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 483 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 484
485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 500 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 501 {
538 CLEAR_FLAG(op,FLAG_BLIND); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 503 if (op->type == PLAYER)
540 op->contr->do_los=1; 504 op->contr->do_los = 1;
541 } 505 }
542 } 506 }
543 } 507 else
544 508 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 509 if (op->flag [FLAG_WIZ])
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 511 else
512 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 514 if (op->type == PLAYER)
560 op->contr->do_los=1; 515 op->contr->do_los = 1;
561 } 516 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 } 517 }
570 }
571 } 518 }
572 519
573 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
521 {
574 success=1; 522 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
576 } 524 }
577 525
578 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
579 success=1; 528 success = 1;
580 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!");
581 "You feel much less healthy!");
582 } 530 }
583 531
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
585 success=1; 534 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane.");
588 } 536 }
589 537
590 /* for the future when artifacts set this -b.t. */ 538 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 539 if (tmp->stats.grace && op->type == PLAYER)
540 {
592 success=1; 541 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy.");
595 } 543 }
596 544
597 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
546 {
598 success=1; 547 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up.");
601 } 549 }
602 550
603 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 552 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
607 if (op->resist[i] != refop.resist[i]) { 557 if (op->resist [i] != prev_resist [i])
558 {
608 success=1; 559 success = 1;
560
609 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
611 change_resist_msg[i], op->resist[i]);
612 else 563 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 565
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
617 } 573 {
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1; 574 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 576 }
626 } 577
627 }
628 return success; 578 return success;
629} 579}
630 580
631/* 581/*
632 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 584 */
635 585void
636void drain_stat(object *op) { 586object::drain_stat ()
587{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
638} 589}
639 590
591void
640void drain_specific_stat(object *op, int deplete_stats) { 592object::drain_specific_stat (int deplete_stats)
593{
641 object *tmp; 594 object *tmp;
642 archetype *at; 595 archetype *at;
643 596
644 at = find_archetype(ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
645 if (!at) { 598 if (!at)
599 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 601 return;
602 }
648 } else { 603 else
604 {
649 tmp = present_arch_in_ob(at, op); 605 tmp = present_arch_in_ob (at, this);
606
650 if (!tmp) { 607 if (!tmp)
651 tmp = arch_to_object(at); 608 {
609 tmp = at->instance ();
652 tmp = insert_ob_in_ob(tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
654 } 612 }
655 } 613 }
656 614
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 617 update_stats ();
660} 618}
661 619
662/* 620/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 622 * via an applied bad_luck object.
665 */ 623 */
666 624void
667void change_luck(object *op, int value) { 625object::change_luck (int value)
668 object *tmp; 626{
669 archetype *at; 627 archetype *at = archetype::find (shstr_luck);
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 628 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 630 else
631 {
676 tmp = present_arch_in_ob(at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
677 if (!tmp) { 634 if (!tmp)
635 {
636 if (!value)
637 return;
638
639 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED);
642 }
643
678 if (!value) 644 if (value)
679 return; 645 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 648 * in op itself).
688 */ 649 */
689 new_luck = tmp->stats.luck+value; 650 int new_luck = tmp->stats.luck + value;
651
690 if (new_luck >= -100 && new_luck <= 100) { 652 if (new_luck >= -100 && new_luck <= 100)
653 {
691 op->stats.luck+=value; 654 stats.luck += value;
692 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
656 }
693 } 657 }
694 } else { 658 else
659 {
695 if (!tmp->stats.luck) { 660 if (!tmp->stats.luck)
696 return; 661 return;
697 } 662
698 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
700 */ 665 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
702 int diff = tmp->stats.luck>0?-1:1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
703 op->stats.luck += diff; 670 stats.luck += diff;
704 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
672 }
705 } 673 }
706 }
707 } 674 }
708} 675}
709 676
710/* 677/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 679 */
713 680void
714void remove_statbonus(object *op) { 681object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 682{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 683 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 684 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 685 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 686 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 687 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 688 }
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729} 689}
730 690
731/* 691/*
732 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 693 */
734 694void
735void add_statbonus(object *op) { 695object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 696{
737 op->stats.Dex += op->arch->clone.stats.Dex; 697 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 698 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 699 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 700 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 701 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 702 }
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
751 744
752/* 745/*
753 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
758 */ 751 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
761 */ 754 */
762 755void
763void fix_player(object *op) { 756object::update_stats ()
764 int i,j; 757{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 759 int weapon_weight = 0, weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
770 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
771 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 769 if (type == PLAYER)
770 {
771 contr->delayed_update = false;
772
773 for(i=0;i<NUM_STATS;i++) { 773 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 } 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
778 778
779 op->attacktype=0; 779 attacktype = 0;
780
780 op->contr->digestion = 0; 781 contr->digestion = 0;
781 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 786 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 787 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
798 op->slaying = 0; 792 slaying = 0;
799 793
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
801 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
803 } 798 }
804 799
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 803
817 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL;
823 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
824 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
825 * archetype clone 816 * archetype clone
817 */
818 memcpy (&resist, &arch->resist, sizeof (resist));
819
820 for (int i = 0; i < NROFATTACKS; i++)
821 {
822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0;
824 else
825 vuln[i] = -resist[i], prot[i] = 0;
826
827 potion_resist[i] = -1000;
828 }
829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down
839 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 {
842 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 }
845 else
846 ac = arch->stats.ac;
847
848 stats.luck = arch->stats.luck;
849 speed = arch->speed;
850
851 chosen_skill = 0;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
826 */ 861 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 glow_radius += tmp->glow_radius;
866
867 /* For some things, we don't care what is equipped */
868 if (tmp->type == SKILL)
869 {
870 /* Want to take the highest skill here. */
871 if (IS_MANA_SKILL (tmp->subtype))
872 {
873 if (!mana_obj)
874 mana_obj = tmp;
875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
877 }
878
879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
881 if (!grace_obj)
882 grace_obj = tmp;
883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 {
902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 for (int i = 0; i < NUM_STATS; i++)
907 stat_sum [i] += tmp->stats.stat (i);
908
909 if (digest_types [tmp->type])
910 {
911 contr->digestion += tmp->stats.food;
912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
914 contr->gen_sp += tmp->stats.sp;
915 contr->gen_grace += tmp->stats.grace;
916 contr->gen_sp_armour += tmp->gen_sp_armour;
917 }
918 } /* if this is a player */
919 else
920 {
921 if (tmp->type == WEAPON)
922 current_weapon = tmp;
923 }
924
925 /* Update slots used for items */
926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
928 slot[i].used += tmp->slot[i].info;
929
930 if (tmp->type == SYMPTOM)
931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
932
933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
934 * (Negative protections are calculated exactly like positive.)
935 * Resistance from potions are treated special as well. If there's
936 * more than one potion-effect, the bigger prot.-value is taken.
937 */
938 if (tmp->type == POTION_EFFECT)
939 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]);
941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
950 {
951 attacktype |= tmp->attacktype;
952 path_attuned |= tmp->path_attuned;
953 path_repelled |= tmp->path_repelled;
954 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck;
957 }
958
959 flag |= tmp->flag & copy_flags;
960
961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
962 SET_FLAG (this, FLAG_UNDEAD);
963
964 //TODO: copy_flags?
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 {
967 SET_FLAG (this, FLAG_MAKE_INVIS);
968 invisible = 1;
969 }
970
971 if (tmp->stats.exp && tmp->type != SKILL)
972 {
973 if (tmp->stats.exp > 0)
974 {
975 added_speed += tmp->stats.exp / 3.f;
976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 }
978 else
979 added_speed += tmp->stats.exp;
980 }
981
982 switch (tmp->type)
983 {
984 case SKILL:
985 {
986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
988 break;
989
990 if (chosen_skill)
991 {
992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1000 chosen_skill = tmp;
1001
1002 if (tmp->stats.dam > 0)
1003 { /* skill is a 'weapon' */
1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1006
1007 weapon_weight = tmp->weight;
1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1009
1010 if (tmp->magic)
1011 stats.dam += tmp->magic;
1012 }
1013
1014 if (tmp->stats.wc)
1015 wc -= tmp->stats.wc + tmp->magic;
1016
1017 if (tmp->slaying)
1018 slaying = tmp->slaying;
1019
1020 if (tmp->stats.ac)
1021 ac -= tmp->stats.ac + tmp->magic;
1022
1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1024 contr->encumbrance += 3 * tmp->weight / 1000;
1025 }
1026
1027 break;
1028
1029 case SHIELD:
1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1033 case RING:
1034 case AMULET:
1035 case GIRDLE:
1036 case HELMET:
1037 case BOOTS:
1038 case GLOVES:
1039 case CLOAK:
1040 if (tmp->stats.wc)
1041 wc -= tmp->stats.wc + tmp->magic;
1042
1043 if (tmp->stats.dam)
1044 stats.dam += tmp->stats.dam + tmp->magic;
1045
1046 if (tmp->stats.ac)
1047 ac -= tmp->stats.ac + tmp->magic;
1048
1049 break;
1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW:
1057 case WEAPON:
1058 wc -= tmp->stats.wc + tmp->magic;
1059
1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight = tmp->weight;
1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1066
1067 if (weapon_speed < 0)
1068 weapon_speed = 0;
1069
1070 slaying = tmp->slaying;
1071
1072 /* If there is desire that two handed weapons should do
1073 * extra strength damage, this is where the code should
1074 * go.
1075 */
1076
1077 if (type == PLAYER)
1078 if (settings.spell_encumbrance)
1079 contr->encumbrance += tmp->weight * 3 / 1000;
1080
1081 break;
1082
1083 case ARMOUR: /* Only the best of these three are used: */
1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1085 contr->encumbrance += tmp->weight / 1000;
1086
1087 case BRACERS:
1088 case FORCE:
1089 if (tmp->stats.wc)
1090 {
1091 if (best_wc < tmp->stats.wc + tmp->magic)
1092 {
1093 wc += best_wc;
1094 best_wc = tmp->stats.wc + tmp->magic;
1095 }
1096 else
1097 wc += tmp->stats.wc + tmp->magic;
1098 }
1099
1100 if (tmp->stats.ac)
1101 {
1102 if (best_ac < tmp->stats.ac + tmp->magic)
1103 {
1104 ac += best_ac; /* Remove last bonus */
1105 best_ac = tmp->stats.ac + tmp->magic;
1106 }
1107 else /* To nullify the below effect */
1108 ac += tmp->stats.ac + tmp->magic;
1109 }
1110
1111 if (tmp->stats.wc)
1112 wc -= tmp->stats.wc + tmp->magic;
1113
1114 if (tmp->stats.ac)
1115 ac -= tmp->stats.ac + tmp->magic;
1116
1117 if (ARMOUR_SPEED (tmp))
1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1119
1120 break;
1121 } /* switch tmp->type */
1122 } /* item is equipped */
1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1126
1127 /* We've gone through all the objects the player has equipped. For many things, we
1128 * have generated intermediate values which we now need to assign.
1129 */
1130
1131 /* 'total resistance = total protections - total vulnerabilities'.
1132 * If there is an uncursed potion in effect, granting more protection
1133 * than that, we take: 'total resistance = resistance from potion'.
1134 * If there is a cursed (and no uncursed) potion in effect, we take
1135 * 'total resistance = vulnerability from cursed potion'.
1136 */
1137 for (int i = 0; i < NROFATTACKS; i++)
1138 {
1139 resist[i] = prot[i] - vuln[i];
1140
1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1143 resist[i] = potion_resist[i];
1144 }
1145
1146 if (type == PLAYER)
1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1156 /* Figure out the players sp/mana/hp totals. */
1157 int pl_level;
1158
1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1160
1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1163 */
1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1166 {
1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168
1169 if (i % 2 && con_bonus[stats.Con] % 2)
1170 if (con_bonus[stats.Con] > 0)
1171 j++;
1172 else
1173 j--;
1174
1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1176 }
1177
1178 stats.maxhp += 2 * max (0, level - 10);
1179
1180 if (stats.hp > stats.maxhp)
1181 stats.hp = stats.maxhp;
1182
1183 /* Sp gain is controlled by the level of the player's
1184 * relevant experience object (mana_obj, see above)
1185 */
1186 /* following happen when skills system is not used */
1187 if (!mana_obj)
1188 mana_obj = this;
1189
1190 if (!grace_obj)
1191 grace_obj = this;
1192
1193 /* set maxsp */
1194 if (!mana_obj || !mana_obj->level || type != PLAYER)
1195 mana_obj = this;
1196
1197 if (mana_obj == this && type == PLAYER)
1198 stats.maxsp = 1;
1199 else
1200 {
1201 float sp_tmp = 0.f;
1202
1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1204 {
1205 float stmp;
1206
1207 /* Got some extra bonus at first level */
1208 if (i < 2)
1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1210 else
1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1212
1213 sp_tmp += max (1.f, stmp);
1214 }
1215
1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1217 }
1218
1219 /* Characters can get their sp supercharged via rune of transferrance */
1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1221
1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1224 grace_obj = this;
1225
1226 if (grace_obj == this && type == PLAYER)
1227 stats.maxgrace = 1;
1228 else
1229 {
1230 /* store grace in a float - this way, the divisions below don't create
1231 * big jumps when you go from level to level - with int's, it then
1232 * becomes big jumps when the sums of the bonuses jump to the next
1233 * step of 8 - with floats, even fractional ones are useful.
1234 */
1235 float sp_tmp = 0.f;
1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1238 {
1239 float grace_tmp = 0.f;
1240
1241 /* Got some extra bonus at first level */
1242 if (i < 2)
1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1244 else
1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1246
1247 sp_tmp += max (1.f, grace_tmp);
1248 }
1249
1250 /* two grace points per level after 10 */
1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1252 }
1253
1254 /* No limit on grace vs maxgrace */
1255
1256 if (contr->braced)
1257 {
1258 ac += 2;
1259 wc += 4;
1260 }
1261 else
1262 ac -= dex_bonus[stats.Dex];
1263
1264 /* In new exp/skills system, wc bonuses are related to
1265 * the players level in a relevant exp object (wc_obj)
1266 * not the general player level -b.t.
1267 * I changed this slightly so that wc bonuses are better
1268 * than before. This is to balance out the fact that
1269 * the player no longer gets a personal weapon w/ 1
1270 * improvement every level, now its fighterlevel/5. So
1271 * we give the player a bonus here in wc and dam
1272 * to make up for the change. Note that I left the
1273 * monster bonus the same as before. -b.t.
1274 */
1275 object *wc_obj = chosen_skill;
1276
1277 if (contr && wc_obj && wc_obj->level > 1)
1278 {
1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280
1281 for (int i = 1; i < wc_obj->level; i++)
1282 {
1283 /* additional wc every 6 levels */
1284 if (!(i % 6))
1285 wc--;
1286
1287 /* additional dam every 4 levels. */
1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1290 }
1291 }
1292 else
1293 wc -= level + thaco_bonus[stats.Str];
1294
1295 stats.dam += dam_bonus[stats.Str];
1296
1297 if (stats.dam < 1)
1298 stats.dam = 1;
1299
1300 speed = 1.f + speed_bonus[stats.Dex];
1301
1302 if (settings.search_items && contr->search_str[0])
1303 speed -= 1;
1304 } /* End if player */
1305
1306 if (added_speed >= 0)
1307 speed += added_speed / 10.f;
1308 else /* Something wrong here...: */
1309 speed /= 1.f - added_speed;
1310
1311 /* Max is determined by armour */
1312 speed = min (speed, max_speed);
1313
1314 if (type == PLAYER)
1315 {
1316 /* f is a number the represents the number of kg above (positive num)
1317 * or below (negative number) that the player is carrying. If above
1318 * weight limit, then player suffers a speed reduction based on how
1319 * much above he is, and what is max carry is
1320 */
1321 float f = (carrying / 1000) - max_carry[stats.Str];
1322 if (f > 0.f)
1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1324 }
1325
1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1328
1329 /* Put a lower limit on speed. Note with this speed, you move once every
1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1331 */
1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1333
1334 if (speed != old_speed)
1335 set_speed (speed);
1336
1337 if (type == PLAYER)
1338 {
1339 /* (This formula was made by vidarl@ifi.uio.no)
1340 * Note that we never used these values again - basically
1341 * all of these could be subbed into one big equation, but
1342 * that would just be a real pain to read.
1343 */
1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1345 float M2 = max_carry[stats.Str] / 100.f;
1346 float W = weapon_weight / 20000.f;
1347 float s = (20 - weapon_speed) / 10.f;
1348 float D = (stats.Dex - 14) / 14.f;
1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1350
1351 K *= (4 + level) * 1.2f / (6 + level);
1352
1353 if (K <= 0.01f)
1354 K = 0.01f;
1355
1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1357 }
1358
1359 /* I want to limit the power of small monsters with big weapons: */
1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1361 stats.dam = arch->stats.dam * 3;
1362
1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1365
1366 /* if for some reason the creature doesn't have any move type,
1367 * give them walking as a default.
1368 * The second case is a special case - to more closely mimic the
1369 * old behaviour - if your flying, your not walking - just
1370 * one or the other.
1371 */
1372 if (move_type == 0)
1373 move_type = MOVE_WALK;
1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1375 move_type &= ~MOVE_WALK;
1376
1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1380
1381 /* It is quite possible that a player's spell costing might have changed,
1382 * so we will check that now.
1383 */
1384 if (is_player ())
1385 contr->update_spells ();
1386
1387 // update the mapspace, if we are on a map
1388 if (!flag [FLAG_REMOVED] && map)
1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
828 1396
829 for (i=0;i<NROFATTACKS;i++) { 1397 if (is_on_map ())
830 if (op->resist[i] > 0) 1398 update_all_los (map, x, y);
831 prot[i]= op->resist[i], vuln[i]=0; 1399 else if (object *env = outer_env ())
832 else
833 vuln[i]= -(op->resist[i]), prot[i]=0;
834 potion_resist[i]=0;
835 } 1400 {
836 1401 env->update_stats ();
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 1402
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1403 if (env->is_on_map ())
841 * plus a small amount of physical resist, those poor suckers. ;) 1404 update_all_los (env->map, env->x, env->y);
842 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down
846 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
850 } 1405 }
851 else
852 ac=op->arch->clone.stats.ac;
853
854 op->stats.luck=op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed;
856
857 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped.
859 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
862 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function.
870 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
872 continue;
873 }
874
875 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) {
877 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) {
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 }
882 if (IS_GRACE_SKILL(tmp->subtype)) {
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
899 if(op->type==PLAYER) {
900 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp;
902
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
908
909 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array.
912 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 }
928 } /* if this is a player */
929
930 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i];
934 }
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION) {
947 for (i=0; i<NROFATTACKS; i++) {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero.
950 */
951 if (tmp->type==POTION_EFFECT) {
952 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
959 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
961 }
962 }
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled;
970 op->path_denied|=tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type;
973
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 }
989
990 if(tmp->stats.exp && tmp->type!=SKILL) {
991 if(tmp->stats.exp > 0) {
992 added_speed+=(float)tmp->stats.exp/3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
994 } else
995 added_speed+=(float)tmp->stats.exp;
996 }
997
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break;
1103 } /* switch tmp->type */
1104 } /* item is equipped */
1105 } /* for loop of items */
1106
1107 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign.
1109 */
1110
1111 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'.
1116 */
1117 for (i=0; i<NROFATTACKS; i++) {
1118 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i];
1122 }
1123
1124 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level;
1127
1128 check_stat_bounds(&(op->stats));
1129 pl_level=op->level;
1130
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132
1133 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) {
1139 if (con_bonus[op->stats.Con]>0)
1140 j++;
1141 else
1142 j--;
1143 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145 }
1146
1147 for(i=11;i<=op->level;i++)
1148 op->stats.maxhp+=2;
1149
1150 if(op->stats.hp>op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp;
1152
1153 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above)
1155 */
1156 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op;
1158 if(!grace_obj) grace_obj = op;
1159 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161
1162 if (mana_obj == op && op->type == PLAYER) {
1163 op->stats.maxsp = 1;
1164 } else {
1165 sp_tmp=0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167 float stmp;
1168
1169 /* Got some extra bonus at first level */
1170 if(i<2) {
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else {
1174 stmp=(float)op->contr->levsp[i]
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 }
1181 op->stats.maxsp=(int)sp_tmp;
1182
1183 for(i=11;i<=mana_obj->level;i++)
1184 op->stats.maxsp+=2;
1185 }
1186 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2)
1188 op->stats.sp=op->stats.maxsp*2;
1189
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1192
1193 if (grace_obj == op && op->type == PLAYER) {
1194 op->stats.maxgrace = 1;
1195 } else {
1196 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful.
1200 */
1201 sp_tmp=0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1203 float grace_tmp=0.0;
1204
1205 /* Got some extra bonus at first level */
1206 if(i<2) {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0;
1215 sp_tmp+=grace_tmp;
1216 }
1217 op->stats.maxgrace=(int)sp_tmp;
1218
1219 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++)
1221 op->stats.maxgrace+=2;
1222 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else
1230 ac-=dex_bonus[op->stats.Dex];
1231
1232 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t.
1242 */
1243
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) {
1247 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--;
1249 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252 }
1253 } else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]);
1255
1256 op->stats.dam+=dam_bonus[op->stats.Str];
1257
1258 if(op->stats.dam<1)
1259 op->stats.dam=1;
1260
1261 op->speed=1.0+speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1;
1264 if (op->attacktype==0)
1265 op->attacktype=op->arch->clone.attacktype;
1266
1267 } /* End if player */
1268
1269 if(added_speed>=0)
1270 op->speed+=added_speed/10.0;
1271 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed);
1273
1274 /* Max is determined by armour */
1275 if(op->speed>max)
1276 op->speed=max;
1277
1278 if(op->type == PLAYER) {
1279 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is
1283 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str];
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 }
1287
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289
1290 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */
1293 op->speed = op->speed * speed_reduce_from_disease;
1294
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296
1297 if(op->type == PLAYER) {
1298 float M,W,s,D,K,S,M2;
1299
1300 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read.
1304 */
1305 M=(max_carry[op->stats.Str]-121)/121.0;
1306 M2=max_carry[op->stats.Str]/100.0;
1307 W=weapon_weight/20000.0;
1308 s=2-weapon_speed/10.0;
1309 D=(op->stats.Dex-14)/14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2;
1312 if(K<=0) K=0.01;
1313 S=op->speed/(K*s);
1314 op->contr->weapon_sp=S;
1315 }
1316 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&&
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just
1337 * one or the other.
1338 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now.
1346 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr);
1348} 1406}
1349 1407
1350/* 1408/*
1351 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function 1411 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns 1412 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise. 1413 * false otherwise.
1356 */ 1414 */
1357 1415int
1358int allowed_class(const object *op) { 1416allowed_class (const object *op)
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1417{
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1418 return op->stats.Dex > 0
1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1361 op->stats.Cha>0; 1424 && op->stats.Cha > 0;
1362} 1425}
1363 1426
1364/* 1427/*
1365 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1368 * 1431 */
1369 * Note that the title is written to 'own_title' in the 1432void
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1434{
1375 int atnr=-1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1436 int level = 0; /* highest level */
1377 int i; 1437 int i;
1378 1438
1379 /* Perhaps do something more clever? */ 1439 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1440 if (!abil || !skin)
1381 1441 return;
1442
1382 /* first, look for the highest level */ 1443 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1444 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1445 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1446 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1447 {
1386 level = abil->resist[i]; 1448 level = abil->resist[i];
1387 atnr = i; 1449 atnr = i;
1388 } 1450 }
1389 } 1451 }
1390 1452
1391 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1454 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1396 1457
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1458 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1463 else
1464 {
1410 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1469 }
1419 1470
1420 strcpy(pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1421} 1472}
1422 1473
1423/* 1474/*
1424 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1477 * or change the ability-focus.
1427 */ 1478 */
1479static void
1428void dragon_level_gain(object *who) { 1480dragon_level_gain (object *who)
1481{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1482 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1483 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1486
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1489 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1491 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1493 skin = tmp;
1441 } 1494
1442 }
1443 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1496 if (abil == NULL)
1445 1497 return;
1498
1446 /* The ability_force keeps track of maximum level ever achieved. 1499 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1500 * New abilties can only be gained by surpassing this max level
1448 */ 1501 */
1449 if (who->level > abil->level) { 1502 if (who->level > abil->level)
1503 {
1450 /* increase our focused ability */ 1504 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1505 abil->resist[abil->stats.exp]++;
1452
1453 1506
1507
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1508 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1509 {
1455 /* time to hand out a new ability-gift */ 1510 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1511 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1512 }
1459 1513
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1514 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1515 {
1461 /* apply new ability focus */ 1516 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1517 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1518 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1519
1466 abil->stats.exp = abil->last_eat; 1520 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1521 abil->last_eat = 0;
1468 } 1522 }
1469 1523
1470 abil->level = who->level; 1524 abil->level = who->level;
1471 } 1525 }
1472 1526
1473 /* last but not least, set the new title for the dragon */ 1527 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1528 set_dragon_name (who, abil, skin);
1475} 1529}
1476 1530
1477/* Handy function - given the skill name skill_name, we find the skill 1531/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1532 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1533 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1534 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1535 * want to do something with it immediately.
1482 */ 1536 */
1537object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1538give_skill_by_name (object *op, const char *skill_name)
1484{ 1539{
1485 object *skill_obj; 1540 object *skill_obj;
1486 1541
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1543 if (!skill_obj)
1544 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1546 return NULL;
1491 } 1547 }
1548
1492 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1550 * still doesn't know it.
1494 */ 1551 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1554 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1555 op->insert (skill_obj);
1499 if (op->contr) { 1556
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1557 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1558 pl->link_skills ();
1502 } 1559
1503 return skill_obj; 1560 return skill_obj;
1504} 1561}
1505
1506 1562
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1566 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1567 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1568 * (eg, skill)
1513 */ 1569 */
1570void
1514void player_lvl_adj(object *who, object *op) { 1571player_lvl_adj (object *who, object *op)
1572{
1515 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1516 1574 bool changed = false;
1575
1517 if(!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1518 op = who; 1577 op = who;
1519 1578
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1580 {
1581 changed = true;
1582
1521 op->level++; 1583 op->level++;
1522 1584
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1524 dragon_level_gain(who); 1586 dragon_level_gain (who);
1525 1587
1526 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1590 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1591 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1592 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1594 }
1595
1596 if (op->level > 1)
1531 } 1597 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1537 else 1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1606 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1607 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1608
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1609 if (who)
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1611 }
1612 }
1613
1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1615 {
1616 changed = true;
1617
1618 op->level--;
1619
1620 if (op->type != PLAYER)
1548 } 1621 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1624 }
1550 } 1625 }
1551 /* check if the spell data has changed */ 1626
1552 esrv_update_spells(who->contr); 1627 if (changed)
1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1553} 1629}
1554 1630
1555/* 1631/*
1556 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1558 */ 1634 */
1559 1635
1636sint64
1560sint64 level_exp(int level,double expmul) { 1637level_exp (int level, double expmul)
1638{
1561 if (level > settings.max_level) 1639 if (level > settings.max_level)
1562 return (sint64) (expmul * levels[settings.max_level]); 1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1563 return (sint64) (expmul * levels[level]); 1642 return (sint64) (expmul * levels[level]);
1564} 1643}
1565 1644
1566/* 1645/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1646 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1647 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1648 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1649 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1650 * this can now work on a much larger set of objects.
1572 */ 1651 */
1652void
1573void calc_perm_exp(object *op) 1653calc_perm_exp (object *op)
1574{ 1654{
1575 int p_exp_min; 1655 int p_exp_min;
1576 1656
1577 /* Ensure that our permanent experience minimum is met. 1657 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1658 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1659 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1660 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1661
1582 if (op->perm_exp < p_exp_min) 1662 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1663 op->perm_exp = p_exp_min;
1584 1664
1585 /* Cap permanent experience. */ 1665 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1666 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1667 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1668 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1669 op->perm_exp = MAX_EXPERIENCE;
1590} 1670}
1591
1592 1671
1593/* Add experience to a player - exp should only be positive. 1672/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1673 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1674 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1675 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1676 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1599 */ 1678 */
1600 1679static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1602{ 1681{
1603 object *skill_obj = NULL; 1682 object *skill_obj;
1604 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1605 int i; 1684 int i;
1606 1685
1607 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1687 if (op->contr->braced)
1609 exp = exp / 5; 1688 exp /= 5;
1610 1689
1611 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1693 * the players inventory.
1615 */ 1694 */
1695 skill_obj = 0;
1696
1616 if (skill_name) 1697 if (skill_name)
1617 { 1698 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1699 skill_obj = op->contr->find_skill (skill_name);
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630 1700
1631 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1702 * it to the player if necessary
1633 */ 1703 */
1634 if (!skill_obj) 1704 if (!skill_obj)
1635 { 1705 {
1636 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1637 return; 1707 return;
1708
1638 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1711 }
1642 } 1712 }
1643 1713
1644 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1715 {
1649 exp_to_add = exp; 1719 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1720 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1651 if (exp_to_add > limit) 1721 if (exp_to_add > limit)
1652 exp_to_add = limit; 1722 exp_to_add = limit;
1653 1723
1654 ADD_EXP (op->stats.exp, 1724 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1725 if (settings.permanent_exp_ratio)
1658 { 1726 {
1659 ADD_EXP (op->perm_exp, 1727 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1728 calc_perm_exp (op);
1663 } 1729 }
1664 1730
1665 player_lvl_adj (op, NULL); 1731 player_lvl_adj (op, NULL);
1666 } 1732 }
1673 exp_to_add = limit; 1739 exp_to_add = limit;
1674 1740
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1741 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1677 { 1743 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1744 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1745 calc_perm_exp (skill_obj);
1681 } 1746 }
1682 1747
1683 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1684 } 1749 }
1685} 1750}
1686 1751
1687/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1694 */ 1759 */
1760static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1696{ 1762{
1697 sint64 del_exp; 1763 sint64 del_exp;
1698 1764
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1765 if (exp > op->stats.exp)
1766 exp = op->stats.exp;
1767
1700 if (settings.permanent_exp_ratio) { 1768 if (settings.permanent_exp_ratio)
1769 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1771
1772 if (del_exp < 0)
1773 del_exp = 0;
1774
1703 if (exp > del_exp) exp=del_exp; 1775 if (exp > del_exp)
1776 exp = del_exp;
1704 } 1777 }
1778
1705 return exp; 1779 return exp;
1706} 1780}
1707 1781
1782sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1709{ 1784{
1785 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1786 return check_exp_loss (op, exp);
1787 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1789}
1713
1714 1790
1715/* Subtracts experience from player. 1791/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1794 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1798 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1799 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1800 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1801 * a postive number.
1726 */ 1802 */
1803static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1804subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1805{
1729 float fraction = (float) exp/(float) op->stats.exp; 1806 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1807 object *tmp;
1731 sint64 del_exp; 1808 sint64 del_exp;
1732 1809
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1811 if (tmp->type == SKILL && tmp->stats.exp)
1812 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1814 {
1736 del_exp = check_exp_loss(tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1817 player_lvl_adj (op, tmp);
1818 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1819 else if (flag != SK_SUBTRACT_SKILL_EXP)
1820 {
1740 /* only want to process other skills if we are not trying 1821 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1822 * to match a specific skill.
1742 */ 1823 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1825 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1826 player_lvl_adj (op, tmp);
1746 } 1827 }
1747 } 1828 }
1829
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1830 if (flag != SK_SUBTRACT_SKILL_EXP)
1831 {
1749 del_exp = check_exp_loss(op, exp); 1832 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1833 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1834 player_lvl_adj (op, NULL);
1752 } 1835 }
1753} 1836}
1754
1755
1756 1837
1757/* change_exp() - changes experience to a player/monster. This 1838/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1839 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1840 *
1760 * The exp passed is typically not modified much by this function - 1841 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1842 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1843 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1844 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1845 * these last two values are only used for players.
1765 */ 1846 */
1766 1847void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1848change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1849{
1769#ifdef EXP_DEBUG 1850#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1851 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1852#endif
1775#endif
1776 1853
1777 /* safety */ 1854 /* safety */
1778 if(!op) { 1855 if (!op)
1856 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1857 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1858 return;
1781 } 1859 }
1782 1860
1783 /* if no change in exp, just return - most of the below code 1861 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1862 * won't do anything if the value is 0 anyways.
1785 */ 1863 */
1786 if (exp == 0) return; 1864 if (exp == 0)
1865 return;
1787 1866
1788 /* Monsters are easy - we just adjust their exp - we 1867 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1868 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1869 * the exp they have - the monsters exp represents what its
1791 * worth. 1870 * worth.
1792 */ 1871 */
1793 if(op->type != PLAYER) { 1872 if (op->type != PLAYER)
1873 {
1794 /* Sanity check */ 1874 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1875 if (!QUERY_FLAG (op, FLAG_ALIVE))
1876 return;
1796 1877
1797 /* reset exp to max allowed value. We subtract from 1878 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1879 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1880 * more than max exp, just return.
1881 */
1882 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1883 {
1884 exp = MAX_EXPERIENCE - op->stats.exp;
1885 if (exp < 0)
1886 return;
1887 }
1888
1889 op->stats.exp += exp;
1890 }
1891 else
1892 { /* Players only */
1893 if (exp > 0)
1894 add_player_exp (op, exp, skill_name, flag);
1895 else
1896 /* note that when you lose exp, it doesn't go against
1897 * a particular skill, so we don't need to pass that
1898 * along.
1800 */ 1899 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1900 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1901 }
1819} 1902}
1820 1903
1821/* Applies a death penalty experience, the size of this is defined by the 1904/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1905 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1907 */
1825 1908void
1826void apply_death_exp_penalty(object *op) { 1909apply_death_exp_penalty (object *op)
1827 object *tmp; 1910{
1828 sint64 loss; 1911 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1914
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1916 if (tmp->type == SKILL && tmp->stats.exp)
1834 1917 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1920
1838 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1924 * tables is a lot harder.
1842 */ 1925 */
1843 if (level_loss < 0) level_loss = 0; 1926 if (level_loss < 0)
1927 level_loss = 0;
1844 1928
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1930
1847 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1932 player_lvl_adj (op, tmp);
1849 } 1933 }
1850 1934
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1937
1938 if (level_loss < 0)
1939 level_loss = 0;
1940
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1942
1856 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1944 player_lvl_adj (op, NULL);
1858} 1945}
1859 1946
1860/* This function takes an object (monster/player, op), and 1947/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1948 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1949 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1950 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1951 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1952 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1953 */
1954int
1867int did_make_save(const object *op, int level, int bonus) 1955did_make_save (const object *op, int level, int bonus)
1868{ 1956{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1957 if (level > MAX_SAVE_LEVEL)
1958 level = MAX_SAVE_LEVEL;
1870 1959
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1960 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1961 return 0;
1962
1963 return 1;
1874} 1964}
1875

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