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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 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 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
147*/ 142*/
148 143
149#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
150 145
151/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 162
174#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
164
175/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 167 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 168 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 169 * and instead did_make_save should be used instead.
180 */ 170 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 171static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 172 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 173 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 174 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 175 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 176 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 177 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 179};
190 180
191const char *const attacks[NROFATTACKS] = { 181const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 182 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 186 "life stealing"
197}; 187};
198 188
199static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 191 "You're feeling clumsy!",
202 "You feel less healthy", 192 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 197};
208const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 199 "You feel your strength return.",
210 "You feel your agility return.", 200 "You feel your agility return.",
211 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
212 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 206};
217const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 208 "You feel stronger.",
219 "You feel more agile.", 209 "You feel more agile.",
220 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
221 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 215};
226const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 217 "You feel weaker!",
228 "You feel clumsy!", 218 "You feel clumsy!",
229 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
230 "You lose some of your memory!", 221 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 222 "You feel less potent!",
223 "You look ugly!",
234}; 224};
235 225
236const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 228};
239 229
240const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 232};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 233
276/* 234/*
277 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 236 * is added to the specified stat.
279 */ 237 */
280
281void 238void
282change_attr_value(living *stats,int attr,sint8 value) { 239change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 240{
284 switch(attr) { 241 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 242}
335 243
336/* 244/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 246 * 1-30 stat limit.
339 */ 247 */
340 248void
341void check_stat_bounds(living *stats) { 249check_stat_bounds (living *stats)
342 int i,v; 250{
343 for(i=0;i<NUM_STATS;i++) 251 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 252 {
345 set_attr_value(stats,i,MAX_STAT); 253 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 255 }
348} 256}
349 257
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 259
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 263 */
356#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 266
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
360/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 270 * the object.
362 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 272 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 278 * that gives them that ability.
370 */ 279 */
280int
371int change_abil(object *op, object *tmp) { 281change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 282{
373 object refop; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
374 char message[MAX_BUF]; 285 char message[MAX_BUF];
375 int potion_max=0; 286 int potion_max = 0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388 300
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 301 for (int j = 0; j < NUM_STATS; j++)
390 i = get_attr_value(&(tmp->stats),j); 302 {
303 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 314 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 316 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 317
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 318 if (nstat != ostat)
406 potion_max=0; 319 {
407 } 320 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 321 potion_max = 0;
322 }
323 else if (i)
324 {
409 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 326 potion_max = 1;
411 } 327 }
412 } 328 }
329
413 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 366 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 367 success = 1;
452 success=1; 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
453 DIFF_MSG(flag, "You feel very protected.", 369 }
454 "You don't feel protected anymore."); 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
455 } 372 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 373 success = 1;
457 success=1; 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
458 DIFF_MSG(flag, "A magic force shimmers around you.", 375 }
459 "The magic force fades away."); 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
460 } 378 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 379 success = 1;
462 success=1; 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 381 }
464 "Suddenly you feel less safe, somehow."); 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
465 } 384 {
385 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != prev_move_type)
473 success=1; 396 {
397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 414 }
489 } 415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 418 }
496 419
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 421 * originally undead may change their status
499 */ 422 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
502 success=1; 426 success = 1;
503 if(flag>0) { 427 if (flag > 0)
504 if(op->race) free_string(op->race); 428 {
505 op->race=add_string("undead"); 429 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 431 }
508 if(op->race) free_string(op->race); 432 else
509 if(op->arch->clone.race) 433 {
510 op->race=add_string(op->arch->clone.race); 434 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
514 } 437 }
515 }
516 438
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
518 success=1; 440 {
441 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
520 } 446 {
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 447 success = 1;
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 449 }
450
525 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 452 * vision
527 */ 453 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 454 if (tmp->flag [FLAG_BLIND])
529 success=1; 455 {
530 if(flag>0) { 456 success = 1;
531 if(QUERY_FLAG(op,FLAG_WIZ)) 457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 461 else
462 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
536 if(op->type==PLAYER) 465 if (op->type == PLAYER)
537 op->contr->do_los=1; 466 op->contr->do_los = 1;
467 }
468 }
469 else
470 {
471 if (op->flag [FLAG_WIZ])
472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
473 else
474 {
475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
476 op->clr_flag (FLAG_BLIND);
477 if (op->type == PLAYER)
478 op->contr->do_los = 1;
479 }
480 }
538 } 481 }
539 } else { 482
540 if(QUERY_FLAG(op,FLAG_WIZ)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 } 484 {
550 485 success = 1;
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER) 486 if (op->type == PLAYER)
554 op->contr->do_los=1; 487 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 } 489 }
568 } else { 490
569 if(QUERY_FLAG(op,FLAG_WIZ)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
498 else
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
501 if (op->type == PLAYER)
502 op->contr->do_los = 1;
503 }
504 }
505 else
506 {
507 if (op->flag [FLAG_WIZ])
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 509 else
510 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 512 if (op->type == PLAYER)
574 op->contr->do_los=1; 513 op->contr->do_los = 1;
514 }
515 }
575 } 516 }
576 }
577 }
578 517
579 if(tmp->stats.luck) { 518 if (tmp->stats.luck)
580 success=1; 519 {
520 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
582 } 525 {
583
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
585 success=1; 527 {
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 528 success = 1;
587 "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
588 } 530 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER
591 success=1; 533 && tmp->type != SKILL && tmp->type != BOW)
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 534 {
593 "You suddenly feel very mundane."); 535 success = 1;
594 } 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
537 }
595 538
596 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
598 success=1; 541 {
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 542 success = 1;
600 "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
601 } 544 }
602 545
603 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
604 success=1; 547 {
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 548 success = 1;
606 "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
607 } 551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
613 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
614 success=1; 561 success = 1;
562
615 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]); 565 else
618 else 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
619 sprintf(message, "Your resistance to %s drops to %d%%.", 567
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 569 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 570 }
632 } 571
633 } 572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
575 {
576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 }
579
634 return success; 580 return success;
635} 581}
636 582
637/* 583/*
638 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 586 */
641 587void
642void drain_stat(object *op) { 588object::drain_stat ()
589{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
644} 591}
645 592
593void
646void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
647 object *tmp; 596 object *tmp;
648 archetype *at; 597 archetype *at;
649 598
650 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
651 if (!at) { 600 if (!at)
601 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 603 return;
604 }
654 } else { 605 else
606 {
655 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
656 if (!tmp) { 609 if (!tmp)
657 tmp = arch_to_object(at); 610 {
611 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
660 } 614 }
661 } 615 }
662 616
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 619 update_stats ();
666} 620}
667 621
668/* 622/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 624 * via an applied bad_luck object.
671 */ 625 */
672 626void
673void change_luck(object *op, int value) { 627object::change_luck (int value)
674 object *tmp; 628{
675 archetype *at; 629 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 630 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 632 else
633 {
682 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
683 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
684 if (!value) 646 if (value)
685 return; 647 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 650 * in op itself).
694 */ 651 */
695 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
696 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
697 op->stats.luck+=value; 656 stats.luck += value;
698 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
699 } 659 }
700 } else { 660 else
661 {
701 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
702 return; 663 return;
703 } 664
704 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
706 */ 667 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
708 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
709 op->stats.luck += diff; 672 stats.luck += diff;
710 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
711 } 675 }
712 }
713 } 676 }
714} 677}
715 678
716/* 679/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 681 */
719 682void
720void remove_statbonus(object *op) { 683object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 684{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 686 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 690 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 691}
736 692
737/* 693/*
738 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 695 */
740 696void
741void add_statbonus(object *op) { 697object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 698{
743 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 700 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 704 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
757 720
758/* 721/*
759 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
764 */ 727 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
767 */ 730 */
768 731void
769void fix_player(object *op) { 732object::update_stats ()
770 int i,j; 733{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 735 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
777 741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
743
778 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 745 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 746 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 747 contr->delayed_update = false;
782 } 748
749 for (int i = 0; i < NUM_STATS; i++)
750 stat_sum [i] = contr->orig_stats.stat (i);
751
783 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 753 contr->encumbrance = 0;
785 754
786 op->attacktype=0; 755 attacktype = 0;
787 op->contr->digestion = 0; 756
788 op->contr->gen_hp = 0; 757 contr->digestion = 0;
789 op->contr->gen_sp = 0; 758 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 759 contr->gen_sp = 0;
760 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 762 contr->item_power = 0;
763 }
793 764
794 /* Don't clobber all the range_ values. range_golem otherwise 765 for (int i = NUM_BODY_LOCATIONS; i--; )
795 * gets reset for no good reason, and we don't want to reset 766 slot[i].used = slot[i].info;
796 * range_magic (what spell is readied). These three below 767
797 * well get filled in based on what the player has equipped. 768 slaying = 0;
798 */ 769
799 op->contr->ranges[range_bow] = NULL; 770 if (!this->flag [FLAG_WIZ])
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 771 {
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 772 this->clr_flag (FLAG_XRAYS);
804 773 this->clr_flag (FLAG_MAKE_INVIS);
805 if(op->slaying!=NULL) {
806 free_string(op->slaying);
807 op->slaying=NULL;
808 } 774 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) {
810 CLEAR_FLAG(op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
812 }
813 775
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 779
826 op->path_attuned=op->arch->clone.path_attuned; 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 784
785 path_attuned = arch->path_attuned;
786 path_repelled = arch->path_repelled;
787 path_denied = arch->path_denied;
788 glow_radius = arch->glow_radius;
789 move_type = arch->move_type;
790
833 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
834 * archetype clone 792 * archetype clone
793 */
794 memcpy (&resist, &arch->resist, sizeof (resist));
795
796 for (int i = 0; i < NROFATTACKS; i++)
797 {
798 if (resist[i] > 0)
799 prot[i] = resist[i], vuln[i] = 0;
800 else
801 vuln[i] = -resist[i], prot[i] = 0;
802
803 potion_resist[i] = -1000;
804 }
805
806 wc = arch->stats.wc;
807 stats.dam = arch->stats.dam;
808
809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
810 * plus a small amount of physical resist, those poor suckers. ;)
811 * the fact that maxlevel is factored in could be considered sort of bogus -
812 * we should probably give them some bonus and cap it off - otherwise,
813 * basically, if a server updates its max level, these playes may find
814 * that their protection from physical goes down
815 */
816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
817 {
818 ac = max (-10, arch->stats.ac - level / 3);
819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
820 }
821 else
822 ac = arch->stats.ac;
823
824 stats.luck = arch->stats.luck;
825 speed = arch->speed;
826
827 chosen_skill = 0;
828
829 /* OK - we've reset most all the objects attributes to sane values.
830 * now go through and make adjustments for what the player has equipped.
831 */
832 for (tmp = inv; tmp; tmp = tmp->below)
833 {
834 /* This happens because apply_potion calls change_abil with the potion
835 * applied so we can tell the player what changed. But change_abil
836 * then calls this function.
835 */ 837 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
839 continue;
840
841 glow_radius += tmp->glow_radius;
842
843 /* For some things, we don't care what is equipped */
844 if (tmp->type == SKILL)
845 {
846 /* Want to take the highest skill here. */
847 if (IS_MANA_SKILL (tmp->subtype))
848 {
849 if (!mana_obj)
850 mana_obj = tmp;
851 else if (tmp->level > mana_obj->level)
852 mana_obj = tmp;
853 }
854
855 if (IS_GRACE_SKILL (tmp->subtype))
856 {
857 if (!grace_obj)
858 grace_obj = tmp;
859 else if (tmp->level > grace_obj->level)
860 grace_obj = tmp;
861 }
862 }
863
864 /* Container objects are not meant to adjust players, but other applied
865 * objects need to make adjustments.
866 * This block should handle all player specific changes
867 * The check for Praying is a bit of a hack - god given bonuses are put
868 * in the praying skill, and the player should always get those.
869 * It also means we need to put in additional checks for applied below,
870 * because the skill shouldn't count against body positions being used
871 * up, etc.
872 */
873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
878 {
879 if (type == PLAYER)
880 {
881 contr->item_power += tmp->item_power;
882
883 for (int i = 0; i < NUM_STATS; i++)
884 stat_sum [i] += tmp->stats.stat (i);
885
886 if (digest_types [tmp->type])
887 {
888 contr->digestion += tmp->stats.food;
889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
891 contr->gen_sp += tmp->stats.sp;
892 contr->gen_grace += tmp->stats.grace;
893 contr->gen_sp_armour += tmp->gen_sp_armour;
894 }
895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
901
902 /* Update slots used for items */
903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
905 slot[i].used += tmp->slot[i].info;
906
907 if (tmp->type == SYMPTOM)
908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
909
910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
911 * (Negative protections are calculated exactly like positive.)
912 * Resistance from potions are treated special as well. If there's
913 * more than one potion-effect, the bigger prot.-value is taken.
914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
927 {
928 attacktype |= tmp->attacktype;
929 path_attuned |= tmp->path_attuned;
930 path_repelled |= tmp->path_repelled;
931 path_denied |= tmp->path_denied;
932 move_type |= tmp->move_type;
933 stats.luck += tmp->stats.luck;
934 }
935
936 flag |= tmp->flag & copy_flags;
937
938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
939 this->set_flag (FLAG_UNDEAD);
940
941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
943 {
944 set_flag (FLAG_MAKE_INVIS);
945 invisible = 1;
946 }
947
948 if (tmp->stats.exp && tmp->type != SKILL)
949 {
950 if (tmp->stats.exp > 0)
951 {
952 added_speed += tmp->stats.exp / 3.f;
953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
954 }
955 else
956 added_speed += tmp->stats.exp;
957 }
958
959 switch (tmp->type)
960 {
961 case SKILL:
962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 break;
966
967 if (chosen_skill)
968 {
969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
977 chosen_skill = tmp;
978
979 if (tmp->stats.dam > 0)
980 { /* skill is a 'weapon' */
981 if (!this->flag [FLAG_READY_WEAPON])
982 weapon_speed = max (0, WEAPON_SPEED (tmp));
983
984 weapon_weight = tmp->weight;
985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
986
987 if (tmp->magic)
988 stats.dam += tmp->magic;
989 }
990
991 if (tmp->stats.wc)
992 wc -= tmp->stats.wc + tmp->magic;
993
994 if (tmp->slaying)
995 slaying = tmp->slaying;
996
997 if (tmp->stats.ac)
998 ac -= tmp->stats.ac + tmp->magic;
999
1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1001 contr->encumbrance += 3 * tmp->weight / 1000;
1002 }
1003
1004 break;
1005
1006 case SHIELD:
1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1010 case RING:
1011 case AMULET:
1012 case GIRDLE:
1013 case HELMET:
1014 case BOOTS:
1015 case GLOVES:
1016 case CLOAK:
1017 if (tmp->stats.wc)
1018 wc -= tmp->stats.wc + tmp->magic;
1019
1020 if (tmp->stats.dam)
1021 stats.dam += tmp->stats.dam + tmp->magic;
1022
1023 if (tmp->stats.ac)
1024 ac -= tmp->stats.ac + tmp->magic;
1025
1026 break;
1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1034 case WEAPON:
1035 wc -= tmp->stats.wc + tmp->magic;
1036
1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1038 ac -= tmp->stats.ac + tmp->magic;
1039
1040 stats.dam += tmp->stats.dam + tmp->magic;
1041 weapon_weight = tmp->weight;
1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1043
1044 if (weapon_speed < 0)
1045 weapon_speed = 0;
1046
1047 slaying = tmp->slaying;
1048
1049 /* If there is desire that two handed weapons should do
1050 * extra strength damage, this is where the code should
1051 * go.
1052 */
1053
1054 if (type == PLAYER)
1055 if (settings.spell_encumbrance)
1056 contr->encumbrance += tmp->weight * 3 / 1000;
1057
1058 break;
1059
1060 case ARMOUR: /* Only the best of these three are used: */
1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1062 contr->encumbrance += tmp->weight / 1000;
1063
1064 case BRACERS:
1065 case FORCE:
1066 if (tmp->stats.wc)
1067 {
1068 if (best_wc < tmp->stats.wc + tmp->magic)
1069 {
1070 wc += best_wc;
1071 best_wc = tmp->stats.wc + tmp->magic;
1072 }
1073 else
1074 wc += tmp->stats.wc + tmp->magic;
1075 }
1076
1077 if (tmp->stats.ac)
1078 {
1079 if (best_ac < tmp->stats.ac + tmp->magic)
1080 {
1081 ac += best_ac; /* Remove last bonus */
1082 best_ac = tmp->stats.ac + tmp->magic;
1083 }
1084 else /* To nullify the below effect */
1085 ac += tmp->stats.ac + tmp->magic;
1086 }
1087
1088 if (tmp->stats.wc)
1089 wc -= tmp->stats.wc + tmp->magic;
1090
1091 if (tmp->stats.ac)
1092 ac -= tmp->stats.ac + tmp->magic;
1093
1094 if (ARMOUR_SPEED (tmp))
1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1096
1097 break;
1098 } /* switch tmp->type */
1099 } /* item is equipped */
1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1103
1104 /* We've gone through all the objects the player has equipped. For many things, we
1105 * have generated intermediate values which we now need to assign.
1106 */
1107
1108 /* 'total resistance = total protections - total vulnerabilities'.
1109 * If there is an uncursed potion in effect, granting more protection
1110 * than that, we take: 'total resistance = resistance from potion'.
1111 * If there is a cursed (and no uncursed) potion in effect, we take
1112 * 'total resistance = vulnerability from cursed potion'.
1113 */
1114 for (int i = 0; i < NROFATTACKS; i++)
1115 {
1116 resist[i] = prot[i] - vuln[i];
1117
1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1120 resist[i] = potion_resist[i];
1121 }
1122
1123 if (type == PLAYER)
1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1134 int pl_level;
1135
1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1137
1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1140 */
1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1143 {
1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1145
1146 if (i % 2 && con_bonus[stats.Con] % 2)
1147 if (con_bonus[stats.Con] > 0)
1148 j++;
1149 else
1150 j--;
1151
1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1153 }
1154
1155 stats.maxhp += 2 * max (0, level - 10);
1156
1157 if (stats.hp > stats.maxhp)
1158 stats.hp = stats.maxhp;
1159
1160 /* Sp gain is controlled by the level of the player's
1161 * relevant experience object (mana_obj, see above)
1162 */
1163 /* following happen when skills system is not used */
1164 if (!mana_obj)
1165 mana_obj = this;
1166
1167 if (!grace_obj)
1168 grace_obj = this;
1169
1170 /* set maxsp */
1171 if (!mana_obj || !mana_obj->level || type != PLAYER)
1172 mana_obj = this;
1173
1174 if (mana_obj == this && type == PLAYER)
1175 stats.maxsp = 1;
1176 else
1177 {
1178 float sp_tmp = 0.f;
1179
1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1181 {
1182 float stmp;
1183
1184 /* Got some extra bonus at first level */
1185 if (i < 2)
1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1187 else
1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1189
1190 sp_tmp += max (1.f, stmp);
1191 }
1192
1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1194 }
1195
1196 /* Characters can get their sp supercharged via rune of transferrance */
1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1198
1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1201 grace_obj = this;
1202
1203 if (grace_obj == this && type == PLAYER)
1204 stats.maxgrace = 1;
1205 else
1206 {
1207 /* store grace in a float - this way, the divisions below don't create
1208 * big jumps when you go from level to level - with int's, it then
1209 * becomes big jumps when the sums of the bonuses jump to the next
1210 * step of 8 - with floats, even fractional ones are useful.
1211 */
1212 float sp_tmp = 0.f;
1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1215 {
1216 float grace_tmp = 0.f;
1217
1218 /* Got some extra bonus at first level */
1219 if (i < 2)
1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1221 else
1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1223
1224 sp_tmp += max (1.f, grace_tmp);
1225 }
1226
1227 /* two grace points per level after 10 */
1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1229 }
1230
1231 /* No limit on grace vs maxgrace */
1232
1233 if (contr->braced)
1234 {
1235 ac += 2;
1236 wc += 4;
1237 }
1238 else
1239 ac -= dex_bonus[stats.Dex];
1240
1241 /* In new exp/skills system, wc bonuses are related to
1242 * the players level in a relevant exp object (wc_obj)
1243 * not the general player level -b.t.
1244 * I changed this slightly so that wc bonuses are better
1245 * than before. This is to balance out the fact that
1246 * the player no longer gets a personal weapon w/ 1
1247 * improvement every level, now its fighterlevel/5. So
1248 * we give the player a bonus here in wc and dam
1249 * to make up for the change. Note that I left the
1250 * monster bonus the same as before. -b.t.
1251 */
1252 object *wc_obj = chosen_skill;
1253
1254 if (contr && wc_obj && wc_obj->level > 1)
1255 {
1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1258 for (int i = 1; i < wc_obj->level; i++)
1259 {
1260 /* additional wc every 6 levels */
1261 if (!(i % 6))
1262 wc--;
1263
1264 /* additional dam every 4 levels. */
1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1267 }
1268 }
1269 else
1270 wc -= level + thaco_bonus[stats.Str];
1271
1272 stats.dam += dam_bonus[stats.Str];
1273
1274 if (stats.dam < 1)
1275 stats.dam = 1;
1276
1277 speed = 1.f + speed_bonus[stats.Dex];
1278
1279 if (settings.search_items && contr->search_str[0])
1280 speed -= 1;
1281 } /* End if player */
1282
1283 if (added_speed >= 0)
1284 speed += added_speed / 10.f;
1285 else /* Something wrong here...: */
1286 speed /= 1.f - added_speed;
1287
1288 /* Max is determined by armour */
1289 speed = min (speed, max_speed);
1290
1291 if (type == PLAYER)
1292 {
1293 /* f is a number the represents the number of kg above (positive num)
1294 * or below (negative number) that the player is carrying. If above
1295 * weight limit, then player suffers a speed reduction based on how
1296 * much above he is, and what is max carry is
1297 */
1298 float f = (carrying / 1000) - max_carry[stats.Str];
1299 if (f > 0.f)
1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1301 }
1302
1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1308 */
1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1310
1311 if (speed != old_speed)
1312 set_speed (speed);
1313
1314 if (type == PLAYER)
1315 {
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 float M2 = max_carry[stats.Str] / 100.f;
1323 float W = weapon_weight / 20000.f;
1324 float s = (20 - weapon_speed) / 10.f;
1325 float D = (stats.Dex - 14) / 14.f;
1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327
1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1330 if (K <= 0.01f)
1331 K = 0.01f;
1332
1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1334 }
1335
1336 /* I want to limit the power of small monsters with big weapons: */
1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1338 stats.dam = arch->stats.dam * 3;
1339
1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1342
1343 /* if for some reason the creature doesn't have any move type,
1344 * give them walking as a default.
1345 * The second case is a special case - to more closely mimic the
1346 * old behaviour - if your flying, your not walking - just
1347 * one or the other.
1348 */
1349 if (move_type == 0)
1350 move_type = MOVE_WALK;
1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1352 move_type &= ~MOVE_WALK;
1353
1354 // now apply the new move_type
1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1357
1358 /* It is quite possible that a player's spell costing might have changed,
1359 * so we will check that now.
1360 */
1361 if (is_player ())
1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
837 1373
838 for (i=0;i<NROFATTACKS;i++) { 1374 if (is_on_map ())
839 if (op->resist[i] > 0) 1375 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1376 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1377 {
845 1378 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1379
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1380 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1381 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 1382 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098
1099 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000;
1102
1103 case BRACERS:
1104 case FORCE:
1105 if(tmp->stats.wc) {
1106 if(best_wc<tmp->stats.wc+tmp->magic) {
1107 wc+=best_wc;
1108 best_wc=tmp->stats.wc+tmp->magic;
1109 } else
1110 wc+=tmp->stats.wc+tmp->magic;
1111 }
1112 if(tmp->stats.ac) {
1113 if(best_ac<tmp->stats.ac+tmp->magic) {
1114 ac+=best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic;
1116 }
1117 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic;
1119 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1123 max=ARMOUR_SPEED(tmp)/10.0;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128
1129 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign.
1131 */
1132
1133 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'.
1138 */
1139 for (i=0; i<NROFATTACKS; i++) {
1140 op->resist[i] = prot[i] - vuln[i];
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i];
1144 }
1145
1146 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) {
1148 int pl_level;
1149
1150 check_stat_bounds(&(op->stats));
1151 pl_level=op->level;
1152
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1154
1155 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1160 if(i%2 && con_bonus[op->stats.Con]%2) {
1161 if (con_bonus[op->stats.Con]>0)
1162 j++;
1163 else
1164 j--;
1165 }
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1167 }
1168
1169 for(i=11;i<=op->level;i++)
1170 op->stats.maxhp+=2;
1171
1172 if(op->stats.hp>op->stats.maxhp)
1173 op->stats.hp=op->stats.maxhp;
1174
1175 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above)
1177 */
1178 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op;
1180 if(!grace_obj) grace_obj = op;
1181 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1183
1184 if (mana_obj == op && op->type == PLAYER) {
1185 op->stats.maxsp = 1;
1186 } else {
1187 sp_tmp=0.0;
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1189 float stmp;
1190
1191 /* Got some extra bonus at first level */
1192 if(i<2) {
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1194 (float)sp_bonus[op->stats.Int])/6.0);
1195 } else {
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204
1205 for(i=11;i<=mana_obj->level;i++)
1206 op->stats.maxsp+=2;
1207 }
1208 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2)
1210 op->stats.sp=op->stats.maxsp*2;
1211
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1214
1215 if (grace_obj == op && op->type == PLAYER) {
1216 op->stats.maxgrace = 1;
1217 } else {
1218 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful.
1222 */
1223 sp_tmp=0.0;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1225 float grace_tmp=0.0;
1226
1227 /* Got some extra bonus at first level */
1228 if(i<2) {
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1231 } else {
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240
1241 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++)
1243 op->stats.maxgrace+=2;
1244 }
1245 /* No limit on grace vs maxgrace */
1246
1247 if(op->contr->braced) {
1248 ac+=2;
1249 wc+=4;
1250 }
1251 else
1252 ac-=dex_bonus[op->stats.Dex];
1253
1254 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t.
1264 */
1265
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1268 for(i=1;i<wc_obj->level;i++) {
1269 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--;
1271 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1274 }
1275 } else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]);
1277
1278 op->stats.dam+=dam_bonus[op->stats.Str];
1279
1280 if(op->stats.dam<1)
1281 op->stats.dam=1;
1282
1283 op->speed=1.0+speed_bonus[op->stats.Dex];
1284 if (settings.search_items && op->contr->search_str[0])
1285 op->speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288
1289 } /* End if player */
1290
1291 if(added_speed>=0)
1292 op->speed+=added_speed/10.0;
1293 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed);
1295
1296 /* Max is determined by armour */
1297 if(op->speed>max)
1298 op->speed=max;
1299
1300 if(op->type == PLAYER) {
1301 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is
1305 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1308 }
1309
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1311
1312 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */
1315 op->speed = op->speed * speed_reduce_from_disease;
1316
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1318
1319 if(op->type == PLAYER) {
1320 float M,W,s,D,K,S,M2;
1321
1322 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read.
1326 */
1327 M=(max_carry[op->stats.Str]-121)/121.0;
1328 M2=max_carry[op->stats.Str]/100.0;
1329 W=weapon_weight/20000.0;
1330 s=2-weapon_speed/10.0;
1331 D=(op->stats.Dex-14)/14.0;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2;
1334 if(K<=0) K=0.01;
1335 S=op->speed/(K*s);
1336 op->contr->weapon_sp=S;
1337 }
1338 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&&
1340 op->stats.dam>op->arch->clone.stats.dam*3)
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same.
1346 */
1347 if (wc>120) wc=120;
1348 else if (wc<-120) wc=-120;
1349 op->stats.wc=wc;
1350
1351 if (ac>120) ac=120;
1352 else if (ac<-120) ac=-120;
1353 op->stats.ac=ac;
1354
1355 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just
1359 * one or the other.
1360 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1363
1364 update_ob_speed(op);
1365
1366 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now.
1368 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr);
1370} 1383}
1371 1384
1372/* 1385/*
1373 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1387 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1388 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1389 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1390 * false otherwise.
1378 */ 1391 */
1379 1392int
1380int allowed_class(const object *op) { 1393allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1394{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1395 return op->stats.Dex > 0
1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1401 && op->stats.Cha > 0;
1384} 1402}
1385 1403
1386/* 1404/*
1387 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1389 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1390 * 1408 */
1391 * Note that the title is written to 'own_title' in the 1409void
1392 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'.
1395 */
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1411{
1397 int atnr=-1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1413 int level = 0; /* highest level */
1399 int i; 1414 int i;
1400 1415
1401 /* Perhaps do something more clever? */ 1416 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1417 if (!abil || !skin)
1403 1418 return;
1419
1404 /* first, look for the highest level */ 1420 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1421 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1422 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1423 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1424 {
1408 level = abil->resist[i]; 1425 level = abil->resist[i];
1409 atnr = i; 1426 atnr = i;
1410 } 1427 }
1411 } 1428 }
1412 1429
1413 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1431 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1418 1434
1419 level = (int)(level/5.);
1420
1421 /* now set the new title */ 1435 /* now set the new title */
1422 if (pl->contr != NULL) {
1423 if(level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1427 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1429 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1431 else { 1440 else
1441 {
1432 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50) 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1437 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1439 }
1440 } 1446 }
1441 1447
1442 strcpy(pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1443} 1449}
1444 1450
1445/* 1451/*
1446 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1454 * or change the ability-focus.
1449 */ 1455 */
1456static void
1450void dragon_level_gain(object *who) { 1457dragon_level_gain (object *who)
1458{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1459 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1460 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1463
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1466 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1460 abil = tmp; 1468 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1462 skin = tmp; 1470 skin = tmp;
1463 } 1471
1464 }
1465 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1473 if (abil == NULL)
1467 1474 return;
1475
1468 /* The ability_force keeps track of maximum level ever achieved. 1476 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1477 * New abilties can only be gained by surpassing this max level
1470 */ 1478 */
1471 if (who->level > abil->level) { 1479 if (who->level > abil->level)
1480 {
1472 /* increase our focused ability */ 1481 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1482 abil->resist[abil->stats.exp]++;
1474
1475 1483
1484
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1485 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1486 {
1477 /* time to hand out a new ability-gift */ 1487 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1488 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1489 }
1480 } 1490
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1491 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1492 {
1483 /* apply new ability focus */ 1493 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1494 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1495 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1496
1488 abil->stats.exp = abil->last_eat; 1497 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1498 abil->last_eat = 0;
1490 } 1499 }
1500
1501 abil->level = who->level;
1491 1502 }
1492 abil->level = who->level; 1503
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1504 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1505 set_dragon_name (who, abil, skin);
1497} 1506}
1498 1507
1499/* Handy function - given the skill name skill_name, we find the skill 1508/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1509 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1510 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1511 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1512 * want to do something with it immediately.
1504 */ 1513 */
1514object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1515give_skill_by_name (object *op, const char *skill_name)
1506{ 1516{
1507 object *skill_obj; 1517 object *skill_obj;
1508 1518
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1520 if (!skill_obj)
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL;
1513 } 1521 {
1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1523 return NULL;
1524 }
1525
1514 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1527 * still doesn't know it.
1516 */ 1528 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1531 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1532 op->insert (skill_obj);
1521 if (op->contr) { 1533
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1534 if (player *pl = op->contr)
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1535 pl->link_skills ();
1524 } 1536
1525 return skill_obj; 1537 return skill_obj;
1526} 1538}
1527
1528 1539
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1543 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1544 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1545 * (eg, skill)
1535 */ 1546 */
1547void
1536void player_lvl_adj(object *who, object *op) { 1548player_lvl_adj (object *who, object *op)
1549{
1537 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1538 1551 bool changed = false;
1552
1539 if(!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1540 op = who; 1554 op = who;
1541 1555
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1557 {
1558 changed = true;
1559
1543 op->level++; 1560 op->level++;
1544 1561
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1546 dragon_level_gain(who); 1563 dragon_level_gain (who);
1547 1564
1548 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1567 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1571 }
1554 1572
1555 fix_player(who); 1573 if (op->level > 1)
1556 if(op->level>1) { 1574 {
1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1586 if (who)
1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1588 }
1589 }
1590
1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1592 {
1593 changed = true;
1594
1595 op->level--;
1596
1557 if (op->type!=PLAYER) 1597 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1598 {
1559 else
1560 sprintf(buf,"You are now level %d.",op->level);
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1562 }
1563 player_lvl_adj(who,op); /* To increase more levels */
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1565 op->level--;
1566 fix_player(who);
1567 if(op->type!=PLAYER) {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1601 }
1571 player_lvl_adj(who,op); /* To decrease more levels */
1572 } 1602 }
1573 /* check if the spell data has changed */ 1603
1574 esrv_update_spells(who->contr); 1604 if (changed)
1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1575} 1606}
1576 1607
1577/* 1608/*
1578 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1580 */ 1611 */
1581 1612
1613sint64
1582sint64 level_exp(int level,double expmul) { 1614level_exp (int level, double expmul)
1583 if (level > settings.max_level) 1615{
1584 return (sint64) (expmul * levels[settings.max_level]); 1616 return expmul * level_to_min_exp (level);
1585 return (sint64) (expmul * levels[level]);
1586} 1617}
1587 1618
1588/* 1619/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1622 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1623 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1624 * this can now work on a much larger set of objects.
1594 */ 1625 */
1626void
1595void calc_perm_exp(object *op) 1627calc_perm_exp (object *op)
1596{ 1628{
1597 int p_exp_min; 1629 int p_exp_min;
1598 1630
1599 /* Ensure that our permanent experience minimum is met. 1631 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1632 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1633 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1634 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1635
1604 if (op->perm_exp < p_exp_min) 1636 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1637 op->perm_exp = p_exp_min;
1606 1638
1607 /* Cap permanent experience. */ 1639 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1640 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1641 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1642 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1643 op->perm_exp = MAX_EXPERIENCE;
1612} 1644}
1613
1614 1645
1615/* Add experience to a player - exp should only be positive. 1646/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1647 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1648 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1650 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1621 */ 1652 */
1622 1653static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1624{ 1655{
1625 object *skill_obj=NULL; 1656 object *skill_obj;
1626 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1627 int i; 1658 int i;
1628 1659
1629 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1661 if (op->contr->braced)
1662 exp /= 5;
1631 1663
1632 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1667 * the players inventory.
1636 */ 1668 */
1669 skill_obj = 0;
1670
1637 if (skill_name) { 1671 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1672 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1640 skill_obj = op->chosen_skill;
1641 else {
1642 for (i=0; i<NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] &&
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1645 skill_obj = op->contr->last_skill_ob[i];
1646 break;
1647 }
1648 1674
1649 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1676 * it to the player if necessary
1651 */ 1677 */
1652 if (!skill_obj) { 1678 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1679 {
1680 if (flag == SK_EXP_NONE)
1681 return;
1682
1654 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1685 }
1656 } 1686 }
1657 } 1687
1688 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1689 {
1659
1660 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1662 */ 1692 */
1663 exp_to_add = exp; 1693 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1695 if (exp_to_add > limit)
1696 exp_to_add = limit;
1666 1697
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1699 if (settings.permanent_exp_ratio)
1700 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1701 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1702 calc_perm_exp (op);
1671 } 1703 }
1672 1704
1673 player_lvl_adj(op,NULL); 1705 player_lvl_adj (op, NULL);
1706 }
1707
1674 if (skill_obj) { 1708 if (skill_obj)
1709 {
1675 exp_to_add = exp; 1710 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1712 if (exp_to_add > limit)
1713 exp_to_add = limit;
1714
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1716 if (settings.permanent_exp_ratio)
1717 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1718 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1719 calc_perm_exp (skill_obj);
1682 } 1720 }
1721
1683 player_lvl_adj(op,skill_obj); 1722 player_lvl_adj (op, skill_obj);
1684 } 1723 }
1685} 1724}
1686 1725
1687/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1694 */ 1733 */
1734static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1696{ 1736{
1697 sint64 del_exp; 1737 sint64 del_exp;
1698 1738
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1739 if (exp > op->stats.exp)
1740 exp = op->stats.exp;
1741
1700 if (settings.permanent_exp_ratio) { 1742 if (settings.permanent_exp_ratio)
1743 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1745
1703 if (exp > del_exp) exp=del_exp; 1746 if (del_exp < 0)
1747 del_exp = 0;
1748
1749 if (exp > del_exp)
1750 exp = del_exp;
1704 } 1751 }
1752
1705 return exp; 1753 return exp;
1706} 1754}
1707 1755
1756sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1709{ 1758{
1759 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1760 return check_exp_loss (op, exp);
1761 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1763}
1713
1714 1764
1715/* Subtracts experience from player. 1765/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1768 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1772 * 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. 1773 * 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 1774 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1775 * a postive number.
1726 */ 1776 */
1777static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1728{ 1779{
1729 float fraction = (float) exp/(float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1781 object *tmp;
1731 sint64 del_exp; 1782 sint64 del_exp;
1732 1783
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1785 if (tmp->type == SKILL && tmp->stats.exp)
1786 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1788 {
1736 del_exp = check_exp_loss(tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1791 player_lvl_adj (op, tmp);
1792 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1794 {
1740 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1796 * to match a specific skill.
1742 */ 1797 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1744 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1800 player_lvl_adj (op, tmp);
1801 }
1746 } 1802 }
1747 } 1803
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1805 {
1749 del_exp = check_exp_loss(op, exp); 1806 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1807 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1808 player_lvl_adj (op, NULL);
1752 } 1809 }
1753} 1810}
1754
1755
1756 1811
1757/* change_exp() - changes experience to a player/monster. This 1812/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1813 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1814 *
1760 * The exp passed is typically not modified much by this function - 1815 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1816 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1819 * these last two values are only used for players.
1765 */ 1820 */
1766 1821void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1768 1823{
1769#ifdef EXP_DEBUG 1824#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); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1826#endif
1775#endif
1776 1827
1777 /* safety */ 1828 /* safety */
1778 if(!op) { 1829 if (!op)
1830 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1831 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1832 return;
1781 } 1833 }
1782 1834
1783 /* if no change in exp, just return - most of the below code 1835 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1836 * won't do anything if the value is 0 anyways.
1785 */ 1837 */
1786 if (exp == 0) return; 1838 if (exp == 0)
1839 return;
1787 1840
1788 /* Monsters are easy - we just adjust their exp - we 1841 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1842 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1843 * the exp they have - the monsters exp represents what its
1791 * worth. 1844 * worth.
1792 */ 1845 */
1793 if(op->type != PLAYER) { 1846 if (op->type != PLAYER)
1847 {
1794 /* Sanity check */ 1848 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1849 if (!op->flag [FLAG_ALIVE])
1850 return;
1796 1851
1797 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1854 * more than max exp, just return.
1800 */ 1855 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1856 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1857 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 1858 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 1859 if (exp < 0)
1804 } 1860 return;
1861 }
1805 1862
1806 op->stats.exp += exp; 1863 op->stats.exp += exp;
1807 } 1864 }
1808 else { /* Players only */ 1865 else
1809 if(exp>0) 1866 { /* Players only */
1867 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 1868 add_player_exp (op, exp, skill_name, flag);
1811 else 1869 else
1812 /* note that when you lose exp, it doesn't go against 1870 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 1871 * a particular skill, so we don't need to pass that
1814 * along. 1872 * along.
1815 */ 1873 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1874 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1875 }
1819} 1876}
1820 1877
1821/* Applies a death penalty experience, the size of this is defined by the 1878/* 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 1879 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1881 */
1825 1882void
1826void apply_death_exp_penalty(object *op) { 1883apply_death_exp_penalty (object *op)
1827 object *tmp; 1884{
1828 sint64 loss; 1885 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1888
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1890 if (tmp->type == SKILL && tmp->stats.exp)
1834 1891 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1892 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)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1894
1838 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1898 * tables is a lot harder.
1842 */ 1899 */
1843 if (level_loss < 0) level_loss = 0; 1900 if (level_loss < 0)
1901 level_loss = 0;
1844 1902
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1904
1847 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1906 player_lvl_adj (op, tmp);
1849 } 1907 }
1850 1908
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1909 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)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1911
1912 if (level_loss < 0)
1913 level_loss = 0;
1914
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1916
1856 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1918 player_lvl_adj (op, NULL);
1858} 1919}
1859 1920
1860/* This function takes an object (monster/player, op), and 1921/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1922 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1923 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1924 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1925 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1926 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1927 */
1928int
1867int did_make_save(const object *op, int level, int bonus) 1929did_make_save (const object *op, int level, int bonus)
1868{ 1930{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1931 if (level > MAX_SAVE_LEVEL)
1932 level = MAX_SAVE_LEVEL;
1870 1933
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1934 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1935 return 0;
1936
1937 return 1;
1874} 1938}
1875

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