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Comparing deliantra/server/common/living.C (file contents):
Revision 1.7 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.103 by root, Mon Nov 23 12:19:57 2009 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.7 2006/09/09 21:48:28 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
373 char message[MAX_BUF]; 287 char message[MAX_BUF];
374 int potion_max=0; 288 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
383 if(op->type==PLAYER) { 297 if (op->type == PLAYER)
298 {
384 if (tmp->type==POTION) { 299 if (tmp->type == POTION)
300 {
385 potion_max=1; 301 potion_max = 1;
302
386 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 304 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* 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 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
403 } 324 }
404 if (nstat != ostat) { 325 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 326 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 328 potion_max = 1;
411 } 329 }
412 } 330 }
331
413 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 334 * recalculates this anyway.
416 */ 335 */
417 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
419 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 340 } /* end of potion handling code */
421 } 341 }
422 342
423 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 344 * everything to set
425 */ 345 */
426 if(flag == -1) { 346 if (flag == -1)
347 {
427 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 353 * and not the other move_ fields.
433 */ 354 */
434 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
435 } 356 }
436 357
437 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
440 */ 361 */
441 fix_player(op); 362 op->update_stats ();
442 363
443 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 365 * print out message if this is a bow.
445 */ 366 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
447 success=1; 369 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 374 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 375 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 380 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 381 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 386 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 387 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 389 }
390
466 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 395 * from fly high)
471 */ 396 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
473 success=1; 399 success = 1;
474 400
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
477 */ 403 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 407 }
481 408
482 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
483 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 412 * in that case, you don't actually land
485 */ 413 */
486 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 416 }
417
490 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 420
493 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 422 check_move_on (op, op);
495 } 423 }
496 424
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 426 * originally undead may change their status
499 */ 427 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
430 {
502 success=1; 431 success = 1;
503 if(flag>0) { 432 if (flag > 0)
433 {
504 op->race = "undead"; 434 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
436 }
506 } else { 437 else
438 {
507 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
441 }
442 }
443
444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
445 {
446 success = 1;
447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
448 }
449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
451 {
452 success = 1;
453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
454 }
455
456 /* blinded you can tell if more blinded since blinded player has minimal
457 * vision
458 */
459 if (tmp->flag [FLAG_BLIND])
460 {
461 success = 1;
462 if (flag > 0)
463 {
464 if (op->flag [FLAG_WIZ])
465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
466 else
467 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
469 SET_FLAG (op, FLAG_BLIND);
470 if (op->type == PLAYER)
471 op->contr->do_los = 1;
509 } 472 }
510 } 473 }
511 474 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 475 {
513 success=1; 476 if (op->flag [FLAG_WIZ])
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 478 else
479 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 482 if (op->type == PLAYER)
532 op->contr->do_los=1; 483 op->contr->do_los = 1;
533 } 484 }
534 } else { 485 }
535 if(QUERY_FLAG(op,FLAG_WIZ)) 486 }
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 487
488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
489 {
490 success = 1;
491 if (op->type == PLAYER)
492 op->contr->do_los = 1;
493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
494 }
495
496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
497 {
498 success = 1;
499 if (flag > 0)
500 {
501 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 503 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 504 {
539 CLEAR_FLAG(op,FLAG_BLIND); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 506 if (op->type == PLAYER)
541 op->contr->do_los=1; 507 op->contr->do_los = 1;
542 } 508 }
543 } 509 }
544 } 510 else
545 511 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 512 if (op->flag [FLAG_WIZ])
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 514 else
515 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 517 if (op->type == PLAYER)
561 op->contr->do_los=1; 518 op->contr->do_los = 1;
562 } 519 }
563 } else {
564 if(QUERY_FLAG(op,FLAG_WIZ))
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
566 else {
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
568 if(op->type==PLAYER)
569 op->contr->do_los=1;
570 } 520 }
571 }
572 } 521 }
573 522
574 if(tmp->stats.luck) { 523 if (tmp->stats.luck)
524 {
575 success=1; 525 success = 1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 526 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 } 527 }
578 528
579 if(tmp->stats.hp && op->type==PLAYER) { 529 if (tmp->stats.hp && op->type == PLAYER)
530 {
580 success=1; 531 success = 1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 532 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
582 "You feel much less healthy!");
583 } 533 }
584 534
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 535 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
536 {
586 success=1; 537 success = 1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
588 "You suddenly feel very mundane.");
589 } 539 }
590 540
591 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) { 542 if (tmp->stats.grace && op->type == PLAYER)
543 {
593 success=1; 544 success = 1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
595 "You suddenly feel less holy.");
596 } 546 }
597 547
598 if(tmp->stats.food && op->type==PLAYER) { 548 if (tmp->stats.food && op->type == PLAYER)
549 {
599 success=1; 550 success = 1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
601 "You feel your digestion speeding up.");
602 } 552 }
603 553
604 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) { 555 for (int i = 0; i < NROFATTACKS; i++)
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607 556 {
557 if (i == ATNR_PHYSICAL)
558 continue; /* Don't display about armour */
559
608 if (op->resist[i] != refop.resist[i]) { 560 if (op->resist [i] != prev_resist [i])
561 {
609 success=1; 562 success = 1;
563
610 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
611 sprintf(message, "Your resistance to %s rises to %d%%.", 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
612 change_resist_msg[i], op->resist[i]);
613 else 566 else
614 sprintf(message, "Your resistance to %s drops to %d%%.", 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
615 change_resist_msg[i], op->resist[i]); 568
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 }
571 }
572
573 if (!potion_max)
574 for (int j = 0; j < NUM_STATS; j++)
575 if (int i = tmp->stats.stat (j))
618 } 576 {
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1; 577 success = 1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
626 } 579 }
627 } 580
628 }
629 return success; 581 return success;
630} 582}
631 583
632/* 584/*
633 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 587 */
636 588void
637void drain_stat(object *op) { 589object::drain_stat ()
590{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
639} 592}
640 593
594void
641void drain_specific_stat(object *op, int deplete_stats) { 595object::drain_specific_stat (int deplete_stats)
596{
642 object *tmp; 597 object *tmp;
643 archetype *at; 598 archetype *at;
644 599
645 at = find_archetype(ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
646 if (!at) { 601 if (!at)
602 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 604 return;
605 }
649 } else { 606 else
607 {
650 tmp = present_arch_in_ob(at, op); 608 tmp = present_arch_in_ob (at, this);
609
651 if (!tmp) { 610 if (!tmp)
611 {
652 tmp = arch_to_object(at); 612 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
655 } 615 }
656 } 616 }
657 617
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 620 update_stats ();
661} 621}
662 622
663/* 623/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 625 * via an applied bad_luck object.
666 */ 626 */
667 627void
668void change_luck(object *op, int value) { 628object::change_luck (int value)
669 object *tmp; 629{
670 archetype *at; 630 archetype *at = archetype::find (shstr_luck);
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 631 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 633 else
634 {
677 tmp = present_arch_in_ob(at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
678 if (!tmp) { 637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
679 if (!value) 647 if (value)
680 return; 648 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 651 * in op itself).
689 */ 652 */
690 new_luck = tmp->stats.luck+value; 653 int new_luck = tmp->stats.luck + value;
654
691 if (new_luck >= -100 && new_luck <= 100) { 655 if (new_luck >= -100 && new_luck <= 100)
656 {
692 op->stats.luck+=value; 657 stats.luck += value;
693 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
659 }
694 } 660 }
695 } else { 661 else
662 {
696 if (!tmp->stats.luck) { 663 if (!tmp->stats.luck)
697 return; 664 return;
698 } 665
699 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
701 */ 668 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
703 int diff = tmp->stats.luck>0?-1:1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
704 op->stats.luck += diff; 673 stats.luck += diff;
705 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
675 }
706 } 676 }
707 }
708 } 677 }
709} 678}
710 679
711/* 680/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 682 */
714 683void
715void remove_statbonus(object *op) { 684object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 685{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 686 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 687 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 688 sint8 v = arch->stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 689 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 690 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 691 }
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
730} 692}
731 693
732/* 694/*
733 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 696 */
735 697void
736void add_statbonus(object *op) { 698object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 699{
738 op->stats.Dex += op->arch->clone.stats.Dex; 700 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 701 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 702 sint8 v = arch->stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 703 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 704 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 705 }
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
751} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
752 747
753/* 748/*
754 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
759 */ 754 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
762 */ 757 */
763 758void
764void fix_player(object *op) { 759object::update_stats ()
765 int i,j; 760{
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 762 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
771 768
772 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
772 contr->delayed_update = false;
773
774 for(i=0;i<NUM_STATS;i++) { 774 for (int i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 775 stat_sum [i] = contr->orig_stats.stat (i);
776 } 776
777 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 778 contr->encumbrance = 0;
779 779
780 op->attacktype=0; 780 attacktype = 0;
781
781 op->contr->digestion = 0; 782 contr->digestion = 0;
782 op->contr->gen_hp = 0; 783 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 784 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 785 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 786 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 787 contr->item_power = 0;
787
788 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped.
792 */
793 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL;
796 } 788 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 789
790 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info;
792
799 op->slaying = 0; 793 slaying = 0;
800 794
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 795 if (!QUERY_FLAG (this, FLAG_WIZ))
796 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 797 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 799 }
805 800
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 801 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 802 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 803 CLEAR_FLAG (this, FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 804
818 op->path_attuned=op->arch->clone.path_attuned; 805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
819 op->path_repelled=op->arch->clone.path_repelled; 806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
820 op->path_denied=op->arch->clone.path_denied; 807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
821 op->glow_radius=op->arch->clone.glow_radius; 808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
822 op->move_type = op->arch->clone.move_type; 809
810 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius;
814 move_type = arch->move_type;
815
823 op->chosen_skill = NULL; 816 chosen_skill = 0;
824 817
825 /* initializing resistances from the values in player/monster's 818 /* initializing resistances from the values in player/monster's
826 * archetype clone 819 * archetype clone
827 */ 820 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 821 memcpy (&resist, &arch->resist, sizeof (resist));
829 822
830 for (i=0;i<NROFATTACKS;i++) { 823 for (int i = 0; i < NROFATTACKS; i++)
824 {
831 if (op->resist[i] > 0) 825 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 826 prot[i] = resist[i], vuln[i] = 0;
833 else 827 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 828 vuln[i] = -(resist[i]), prot[i] = 0;
829
835 potion_resist[i]=0; 830 potion_resist[i] = 0;
836 } 831 }
837
838 wc=op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam;
840 832
833 wc = arch->stats.wc;
834 stats.dam = arch->stats.dam;
835
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 836 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 837 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 838 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 839 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 840 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 841 * that their protection from physical goes down
847 */ 842 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 844 {
845 ac = max (-10, arch->stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 847 }
852 else 848 else
853 ac=op->arch->clone.stats.ac; 849 ac = arch->stats.ac;
854 850
855 op->stats.luck=op->arch->clone.stats.luck; 851 stats.luck = arch->stats.luck;
856 op->speed = op->arch->clone.speed; 852 speed = arch->speed;
857 853
858 /* OK - we've reset most all the objects attributes to sane values. 854 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 855 * now go through and make adjustments for what the player has equipped.
860 */ 856 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 857 for (tmp = inv; tmp; tmp = tmp->below)
863 /* See note in map.c:update_position about making this additive 858 {
864 * since light sources are never applied, need to put check here.
865 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
867
868 /* This happens because apply_potion calls change_abil with the potion 859 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 860 * applied so we can tell the player what changed. But change_abil
870 * then calls this function. 861 * then calls this function.
871 */ 862 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 864 continue;
874 }
875 865
866 glow_radius += tmp->glow_radius;
867
876 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 869 if (tmp->type == SKILL)
870 {
878 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 872 if (IS_MANA_SKILL (tmp->subtype))
873 {
880 if (!mana_obj) mana_obj=tmp; 874 if (!mana_obj)
875 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 876 else if (tmp->level > mana_obj->level)
877 mana_obj = tmp;
882 } 878 }
879
883 if (IS_GRACE_SKILL(tmp->subtype)) { 880 if (IS_GRACE_SKILL (tmp->subtype))
881 {
884 if (!grace_obj) grace_obj=tmp; 882 if (!grace_obj)
883 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 884 else if (tmp->level > grace_obj->level)
885 grace_obj = tmp;
886 } 886 }
887 } 887 }
888 888
889 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
890 * objects need to make adjustments. 890 * objects need to make adjustments.
891 * This block should handle all player specific changes 891 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
896 * up, etc. 896 * up, etc.
897 */ 897 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
902 && tmp->subtype == SK_PRAYING))
903 {
904 if (type == PLAYER)
905 {
906 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
900 if(op->type==PLAYER) { 911 && !tmp->flag [FLAG_CURSED]
901 if (tmp->type == BOW) 912 && !tmp->flag [FLAG_DAMNED])
902 op->contr->ranges[range_bow] = tmp; 913 continue;
903 914
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
905 op->contr->ranges[range_misc] = tmp;
906
907 for(i=0;i<NUM_STATS;i++) 915 for (int i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 916 stat_sum [i] += tmp->stats.stat (i);
909 917
910 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
911 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array.
913 */ 919 {
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) {
922 op->contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
924 op->contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power;
928 } 926 }
929 } /* if this is a player */ 927 } /* if this is a player */
930 928 else
931 /* Update slots used for items */ 929 {
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 930 if (tmp->type == WEAPON)
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 931 current_weapon = tmp;
934 op->body_used[i] += tmp->body_info[i];
935 } 932 }
936 933
934 /* Update slots used for items */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
937 slot[i].used += tmp->slot[i].info;
938
937 if(tmp->type==SYMPTOM) { 939 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease =
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941 942
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 947 */
947 if (tmp->type != POTION) { 948 if (tmp->type != POTION)
949 {
948 for (i=0; i<NROFATTACKS; i++) { 950 for (int i = 0; i < NROFATTACKS; i++)
951 {
949 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
951 */ 954 */
952 if (tmp->type==POTION_EFFECT) { 955 if (tmp->type == POTION_EFFECT)
956 {
953 if (potion_resist[i]) 957 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
955 else 959 else
956 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
957 } 961 }
958 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 966 }
963 } 967 }
964 968
965 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
967 op->attacktype|=tmp->attacktype; 972 attacktype |= tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 975 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type; 976 move_type |= tmp->move_type;
974 977 stats.luck += tmp->stats.luck;
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 } 978 }
990 979
991 if(tmp->stats.exp && tmp->type!=SKILL) { 980 flag |= tmp->flag & copy_flags;
992 if(tmp->stats.exp > 0) { 981
993 added_speed+=(float)tmp->stats.exp/3.0; 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 983 SET_FLAG (this, FLAG_UNDEAD);
995 } else 984
996 added_speed+=(float)tmp->stats.exp; 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
986 {
987 SET_FLAG (this, FLAG_MAKE_INVIS);
988 invisible = 1;
997 } 989 }
998 990
991 if (tmp->stats.exp && tmp->type != SKILL)
992 {
993 if (tmp->stats.exp > 0)
994 {
995 added_speed += tmp->stats.exp / 3.f;
996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
997 }
998 else
999 added_speed += tmp->stats.exp;
1000 }
1001
999 switch(tmp->type) { 1002 switch (tmp->type)
1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1000 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1002 case SKILL: 1015 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1018 break;
1004 1019
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) { 1020 if (chosen_skill)
1021 {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1009 } 1028 }
1029 else
1010 op->chosen_skill = tmp; 1030 chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1031
1032 if (tmp->stats.dam > 0)
1033 { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1037 if (weapon_speed < 0)
1014 if(weapon_speed<0) weapon_speed = 0; 1038 weapon_speed = 0;
1039
1015 weapon_weight=tmp->weight; 1040 weapon_weight = tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1043 if (tmp->magic)
1017 if(tmp->magic) op->stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1018 } 1045 }
1046
1019 if(tmp->stats.wc) 1047 if (tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1021 1049
1022 if (tmp->slaying!=NULL) 1050 if (tmp->slaying)
1023 op->slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1024 1052
1025 if(tmp->stats.ac) 1053 if (tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1055
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1029 if (op->type == PLAYER) 1058 }
1030 op->contr->ranges[range_skill] = op; 1059
1031 break; 1060 break;
1032 1061
1033 case SKILL_TOOL:
1034 if (op->chosen_skill) {
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 }
1037 op->chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041
1042 case SHIELD: 1062 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1045 case RING: 1065 case RING:
1046 case AMULET: 1066 case AMULET:
1047 case GIRDLE: 1067 case GIRDLE:
1048 case HELMET: 1068 case HELMET:
1049 case BOOTS: 1069 case BOOTS:
1050 case GLOVES: 1070 case GLOVES:
1051 case CLOAK: 1071 case CLOAK:
1052 if(tmp->stats.wc) 1072 if (tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1074
1054 if(tmp->stats.dam) 1075 if (tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1056 if(tmp->stats.ac) 1078 if (tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1080
1058 break; 1081 break;
1059 1082
1083 case BOW:
1060 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1061 wc-=(tmp->stats.wc+tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1088
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1063 ac-=tmp->stats.ac+tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1091
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1065 weapon_weight=tmp->weight; 1093 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1067 if(weapon_speed<0) weapon_speed=0; 1096 if (weapon_speed < 0)
1097 weapon_speed = 0;
1098
1068 op->slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1069 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1071 * go. 1103 * go.
1072 */ 1104 */
1073 op->current_weapon = tmp; 1105
1106 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1107 if (settings.spell_encumbrance)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) {
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic;
1090 } 1109 }
1091 if(tmp->stats.ac) { 1110
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic;
1098 }
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102 max=ARMOUR_SPEED(tmp)/10.0;
1103 break; 1111 break;
1112
1113 case ARMOUR: /* Only the best of these three are used: */
1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1115 contr->encumbrance += tmp->weight / 1000;
1116
1117 case BRACERS:
1118 case FORCE:
1119 if (tmp->stats.wc)
1120 {
1121 if (best_wc < tmp->stats.wc + tmp->magic)
1122 {
1123 wc += best_wc;
1124 best_wc = tmp->stats.wc + tmp->magic;
1125 }
1126 else
1127 wc += tmp->stats.wc + tmp->magic;
1128 }
1129
1130 if (tmp->stats.ac)
1131 {
1132 if (best_ac < tmp->stats.ac + tmp->magic)
1133 {
1134 ac += best_ac; /* Remove last bonus */
1135 best_ac = tmp->stats.ac + tmp->magic;
1136 }
1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic;
1139 }
1140
1141 if (tmp->stats.wc)
1142 wc -= tmp->stats.wc + tmp->magic;
1143
1144 if (tmp->stats.ac)
1145 ac -= tmp->stats.ac + tmp->magic;
1146
1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1150 break;
1104 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1105 } /* item is equipped */ 1152 } /* item is equipped */
1106 } /* for loop of items */ 1153 } /* for loop of items */
1107 1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156
1108 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1159 */
1160
1161 /* 'total resistance = total protections - total vulnerabilities'.
1162 * If there is an uncursed potion in effect, granting more protection
1163 * than that, we take: 'total resistance = resistance from potion'.
1164 * If there is a cursed (and no uncursed) potion in effect, we take
1165 * 'total resistance = vulnerability from cursed potion'.
1166 */
1167 for (int i = 0; i < NROFATTACKS; i++)
1168 {
1169 resist[i] = prot[i] - vuln[i];
1170
1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1186 int pl_level;
1187
1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1110 */ 1192 */
1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1195 {
1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1198 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0)
1200 j++;
1201 else
1202 j--;
1203
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 }
1206
1207 stats.maxhp += 2 * max (0, level - 10);
1208
1209 if (stats.hp > stats.maxhp)
1210 stats.hp = stats.maxhp;
1211
1212 /* Sp gain is controlled by the level of the player's
1213 * relevant experience object (mana_obj, see above)
1214 */
1215 /* following happen when skills system is not used */
1216 if (!mana_obj)
1217 mana_obj = this;
1218
1219 if (!grace_obj)
1220 grace_obj = this;
1221
1222 /* set maxsp */
1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1224 mana_obj = this;
1225
1226 if (mana_obj == this && type == PLAYER)
1227 stats.maxsp = 1;
1228 else
1229 {
1230 float sp_tmp = 0.f;
1231
1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1233 {
1234 float stmp;
1235
1236 /* Got some extra bonus at first level */
1237 if (i < 2)
1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1239 else
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1241
1242 sp_tmp += max (1.f, stmp);
1243 }
1244
1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1246 }
1247
1248 /* Characters can get their sp supercharged via rune of transferrance */
1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1250
1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1253 grace_obj = this;
1254
1255 if (grace_obj == this && type == PLAYER)
1256 stats.maxgrace = 1;
1257 else
1258 {
1259 /* store grace in a float - this way, the divisions below don't create
1260 * big jumps when you go from level to level - with int's, it then
1261 * becomes big jumps when the sums of the bonuses jump to the next
1262 * step of 8 - with floats, even fractional ones are useful.
1263 */
1264 float sp_tmp = 0.f;
1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1267 {
1268 float grace_tmp = 0.f;
1269
1270 /* Got some extra bonus at first level */
1271 if (i < 2)
1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1273 else
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1275
1276 sp_tmp += max (1.f, grace_tmp);
1277 }
1278
1279 /* two grace points per level after 10 */
1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1281 }
1282
1283 /* No limit on grace vs maxgrace */
1284
1285 if (contr->braced)
1286 {
1287 ac += 2;
1288 wc += 4;
1289 }
1290 else
1291 ac -= dex_bonus[stats.Dex];
1292
1293 /* In new exp/skills system, wc bonuses are related to
1294 * the players level in a relevant exp object (wc_obj)
1295 * not the general player level -b.t.
1296 * I changed this slightly so that wc bonuses are better
1297 * than before. This is to balance out the fact that
1298 * the player no longer gets a personal weapon w/ 1
1299 * improvement every level, now its fighterlevel/5. So
1300 * we give the player a bonus here in wc and dam
1301 * to make up for the change. Note that I left the
1302 * monster bonus the same as before. -b.t.
1303 */
1304 object *wc_obj = chosen_skill;
1305
1306 if (contr && wc_obj && wc_obj->level > 1)
1307 {
1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1310 for (int i = 1; i < wc_obj->level; i++)
1311 {
1312 /* additional wc every 6 levels */
1313 if (!(i % 6))
1314 wc--;
1315
1316 /* additional dam every 4 levels. */
1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1319 }
1320 }
1321 else
1322 wc -= level + thaco_bonus[stats.Str];
1323
1324 stats.dam += dam_bonus[stats.Str];
1325
1326 if (stats.dam < 1)
1327 stats.dam = 1;
1328
1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1;
1333 } /* End if player */
1334
1335 if (added_speed >= 0)
1336 speed += added_speed / 10.f;
1337 else /* Something wrong here...: */
1338 speed /= 1.f - added_speed;
1339
1340 /* Max is determined by armour */
1341 speed = min (speed, max_speed);
1342
1343 if (type == PLAYER)
1344 {
1345 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is
1349 */
1350 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 }
1354
1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1357
1358 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */
1361 if (speed < 0.04f && type == PLAYER)
1362 speed = 0.04f;
1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1366
1367 if (type == PLAYER)
1368 {
1369 /* (This formula was made by vidarl@ifi.uio.no)
1370 * Note that we never used these values again - basically
1371 * all of these could be subbed into one big equation, but
1372 * that would just be a real pain to read.
1373 */
1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1375 float M2 = max_carry[stats.Str] / 100.f;
1376 float W = weapon_weight / 20000.f;
1377 float s = (20 - weapon_speed) / 10.f;
1378 float D = (stats.Dex - 14) / 14.f;
1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1380
1381 K *= (4 + level) * 1.2f / (6 + level);
1382
1383 if (K <= 0.01f)
1384 K = 0.01f;
1385
1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1387 }
1388
1389 /* I want to limit the power of small monsters with big weapons: */
1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1391 stats.dam = arch->stats.dam * 3;
1392
1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1395
1396 /* if for some reason the creature doesn't have any move type,
1397 * give them walking as a default.
1398 * The second case is a special case - to more closely mimic the
1399 * old behaviour - if your flying, your not walking - just
1400 * one or the other.
1401 */
1402 if (move_type == 0)
1403 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK;
1406
1407 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now.
1409 */
1410 if (is_player ())
1411 contr->update_spells ();
1412
1413 // update the mapspace, if we are on a map
1414 if (!flag [FLAG_REMOVED] && map)
1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1111 1422
1112 /* 'total resistance = total protections - total vulnerabilities'. 1423 if (is_on_map ())
1113 * If there is an uncursed potion in effect, granting more protection 1424 update_all_los (map, x, y);
1114 * than that, we take: 'total resistance = resistance from potion'. 1425 else if (object *env = outer_env ())
1115 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'.
1117 */
1118 for (i=0; i<NROFATTACKS; i++) {
1119 op->resist[i] = prot[i] - vuln[i];
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i];
1123 } 1426 {
1124 1427 env->update_stats ();
1125 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) {
1127 int pl_level;
1128 1428
1129 check_stat_bounds(&(op->stats)); 1429 if (env->is_on_map ())
1130 pl_level=op->level; 1430 update_all_los (env->map, env->x, env->y);
1131
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1133
1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1139 if(i%2 && con_bonus[op->stats.Con]%2) {
1140 if (con_bonus[op->stats.Con]>0)
1141 j++;
1142 else
1143 j--;
1144 }
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1146 }
1147
1148 for(i=11;i<=op->level;i++)
1149 op->stats.maxhp+=2;
1150
1151 if(op->stats.hp>op->stats.maxhp)
1152 op->stats.hp=op->stats.maxhp;
1153
1154 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above)
1156 */
1157 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op;
1159 if(!grace_obj) grace_obj = op;
1160 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1162
1163 if (mana_obj == op && op->type == PLAYER) {
1164 op->stats.maxsp = 1;
1165 } else {
1166 sp_tmp=0.0;
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1168 float stmp;
1169
1170 /* Got some extra bonus at first level */
1171 if(i<2) {
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else {
1175 stmp=(float)op->contr->levsp[i]
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0;
1180 sp_tmp+=stmp;
1181 }
1182 op->stats.maxsp=(int)sp_tmp;
1183
1184 for(i=11;i<=mana_obj->level;i++)
1185 op->stats.maxsp+=2;
1186 }
1187 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2)
1189 op->stats.sp=op->stats.maxsp*2;
1190
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1193
1194 if (grace_obj == op && op->type == PLAYER) {
1195 op->stats.maxgrace = 1;
1196 } else {
1197 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful.
1201 */
1202 sp_tmp=0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1204 float grace_tmp=0.0;
1205
1206 /* Got some extra bonus at first level */
1207 if(i<2) {
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else {
1211 grace_tmp=(float)op->contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] +
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0;
1216 sp_tmp+=grace_tmp;
1217 }
1218 op->stats.maxgrace=(int)sp_tmp;
1219
1220 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++)
1222 op->stats.maxgrace+=2;
1223 }
1224 /* No limit on grace vs maxgrace */
1225
1226 if(op->contr->braced) {
1227 ac+=2;
1228 wc+=4;
1229 }
1230 else
1231 ac-=dex_bonus[op->stats.Dex];
1232
1233 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t.
1243 */
1244
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) {
1248 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--;
1250 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1253 }
1254 } else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]);
1256
1257 op->stats.dam+=dam_bonus[op->stats.Str];
1258
1259 if(op->stats.dam<1)
1260 op->stats.dam=1;
1261
1262 op->speed=1.0+speed_bonus[op->stats.Dex];
1263 if (settings.search_items && op->contr->search_str[0])
1264 op->speed -= 1;
1265 if (op->attacktype==0)
1266 op->attacktype=op->arch->clone.attacktype;
1267
1268 } /* End if player */
1269
1270 if(added_speed>=0)
1271 op->speed+=added_speed/10.0;
1272 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed);
1274
1275 /* Max is determined by armour */
1276 if(op->speed>max)
1277 op->speed=max;
1278
1279 if(op->type == PLAYER) {
1280 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is
1284 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str];
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1287 } 1431 }
1288
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1290
1291 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */
1294 op->speed = op->speed * speed_reduce_from_disease;
1295
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1297
1298 if(op->type == PLAYER) {
1299 float M,W,s,D,K,S,M2;
1300
1301 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read.
1305 */
1306 M=(max_carry[op->stats.Str]-121)/121.0;
1307 M2=max_carry[op->stats.Str]/100.0;
1308 W=weapon_weight/20000.0;
1309 s=2-weapon_speed/10.0;
1310 D=(op->stats.Dex-14)/14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2;
1313 if(K<=0) K=0.01;
1314 S=op->speed/(K*s);
1315 op->contr->weapon_sp=S;
1316 }
1317 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&&
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same.
1325 */
1326 if (wc>120) wc=120;
1327 else if (wc<-120) wc=-120;
1328 op->stats.wc=wc;
1329
1330 if (ac>120) ac=120;
1331 else if (ac<-120) ac=-120;
1332 op->stats.ac=ac;
1333
1334 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just
1338 * one or the other.
1339 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1342
1343 update_ob_speed(op);
1344
1345 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now.
1347 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr);
1349} 1432}
1350 1433
1351/* 1434/*
1352 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1437 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1438 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1439 * false otherwise.
1357 */ 1440 */
1358 1441int
1359int allowed_class(const object *op) { 1442allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1443{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1444 return op->stats.Dex > 0
1445 && op->stats.Str > 0
1446 && op->stats.Con > 0
1447 && op->stats.Int > 0
1448 && op->stats.Wis > 0
1449 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1450 && op->stats.Cha > 0;
1363} 1451}
1364 1452
1365/* 1453/*
1366 * set the new dragon name after gaining levels or 1454 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1455 * changing ability focus (later this can be extended to
1368 * eventually change the player's face and animation) 1456 * eventually change the player's face and animation)
1369 * 1457 */
1370 * Note that the title is written to 'own_title' in the 1458void
1371 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'.
1374 */
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1459set_dragon_name (object *pl, const object *abil, const object *skin)
1460{
1376 int atnr=-1; /* attacknumber of highest level */ 1461 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1462 int level = 0; /* highest level */
1378 int i; 1463 int i;
1379 1464
1380 /* Perhaps do something more clever? */ 1465 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1466 if (!abil || !skin)
1382 1467 return;
1468
1383 /* first, look for the highest level */ 1469 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1470 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1471 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1472 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1473 {
1387 level = abil->resist[i]; 1474 level = abil->resist[i];
1388 atnr = i; 1475 atnr = i;
1389 } 1476 }
1390 } 1477 }
1391 1478
1392 /* now if there are equals at highest level, pick the one with focus, 1479 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1480 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1481 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1482 atnr = abil->stats.exp;
1397 1483
1398 level = (int)(level/5.);
1399
1400 /* now set the new title */ 1484 /* now set the new title */
1401 if (pl->contr != NULL) {
1402 if(level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1485 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1486 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1406 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1487 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1408 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1488 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1410 else { 1489 else
1490 {
1411 /* special titles for extra high resistance! */ 1491 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1492 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1493 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1416 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1494 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1418 }
1419 } 1495 }
1420 1496
1421 strcpy(pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1422} 1498}
1423 1499
1424/* 1500/*
1425 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1503 * or change the ability-focus.
1428 */ 1504 */
1505static void
1429void dragon_level_gain(object *who) { 1506dragon_level_gain (object *who)
1507{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1508 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1509 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1512
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1515 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1439 abil = tmp; 1517 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1441 skin = tmp; 1519 skin = tmp;
1442 } 1520
1443 }
1444 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1522 if (abil == NULL)
1446 1523 return;
1524
1447 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1526 * New abilties can only be gained by surpassing this max level
1449 */ 1527 */
1450 if (who->level > abil->level) { 1528 if (who->level > abil->level)
1529 {
1451 /* increase our focused ability */ 1530 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1531 abil->resist[abil->stats.exp]++;
1453
1454 1532
1533
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1534 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1535 {
1456 /* time to hand out a new ability-gift */ 1536 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1537 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1538 }
1460 1539
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1540 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1541 {
1462 /* apply new ability focus */ 1542 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1543 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1544 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1545
1467 abil->stats.exp = abil->last_eat; 1546 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1547 abil->last_eat = 0;
1469 } 1548 }
1470 1549
1471 abil->level = who->level; 1550 abil->level = who->level;
1472 } 1551 }
1473 1552
1474 /* last but not least, set the new title for the dragon */ 1553 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1554 set_dragon_name (who, abil, skin);
1476} 1555}
1477 1556
1478/* Handy function - given the skill name skill_name, we find the skill 1557/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1558 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1559 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1560 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1561 * want to do something with it immediately.
1483 */ 1562 */
1563object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1564give_skill_by_name (object *op, const char *skill_name)
1485{ 1565{
1486 object *skill_obj; 1566 object *skill_obj;
1487 1567
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1569 if (!skill_obj)
1570 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1491 return NULL; 1572 return NULL;
1492 } 1573 }
1574
1493 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1576 * still doesn't know it.
1495 */ 1577 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1580 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1581 op->insert (skill_obj);
1500 if (op->contr) { 1582
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1583 if (player *pl = op->contr)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1584 pl->link_skills ();
1503 } 1585
1504 return skill_obj; 1586 return skill_obj;
1505} 1587}
1506
1507 1588
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1589/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1590 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1591 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1592 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1593 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1594 * (eg, skill)
1514 */ 1595 */
1596void
1515void player_lvl_adj(object *who, object *op) { 1597player_lvl_adj (object *who, object *op)
1598{
1516 char buf[MAX_BUF]; 1599 char buf[MAX_BUF];
1517 1600 bool changed = false;
1601
1518 if(!op) /* when rolling stats */ 1602 if (!op) /* when rolling stats */
1519 op = who; 1603 op = who;
1520 1604
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1605 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1606 {
1607 changed = true;
1608
1522 op->level++; 1609 op->level++;
1523 1610
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1611 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1612 dragon_level_gain (who);
1526 1613
1527 /* Only roll these if it is the player (who) that gained the level */ 1614 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1615 if (op == who && (who->level < 11) && who->type == PLAYER)
1616 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1617 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1618 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1619 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1620 }
1621
1622 if (op->level > 1)
1532 } 1623 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1624 if (op->type != PLAYER)
1625 {
1626 who->contr->play_sound (sound_find ("skill_up"));
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1628 }
1538 else 1629 else
1630 {
1631 who->contr->play_sound (sound_find ("level_up"));
1539 sprintf(buf,"You are now level %d.",op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 } 1633 }
1542 player_lvl_adj(who,op); /* To increase more levels */ 1634
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1635 if (who)
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1636 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1637 }
1638 }
1639
1640 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1641 {
1642 changed = true;
1643
1644 op->level--;
1645
1646 if (op->type != PLAYER)
1549 } 1647 {
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1648 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1650 }
1551 } 1651 }
1552 /* check if the spell data has changed */ 1652
1553 esrv_update_spells(who->contr); 1653 if (changed)
1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1554} 1655}
1555 1656
1556/* 1657/*
1557 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1559 */ 1660 */
1560 1661
1662sint64
1561sint64 level_exp(int level,double expmul) { 1663level_exp (int level, double expmul)
1664{
1562 if (level > settings.max_level) 1665 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1666 return (sint64) (expmul * levels[settings.max_level]);
1667
1564 return (sint64) (expmul * levels[level]); 1668 return (sint64) (expmul * levels[level]);
1565} 1669}
1566 1670
1567/* 1671/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1672 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1673 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1674 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1675 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1676 * this can now work on a much larger set of objects.
1573 */ 1677 */
1678void
1574void calc_perm_exp(object *op) 1679calc_perm_exp (object *op)
1575{ 1680{
1576 int p_exp_min; 1681 int p_exp_min;
1577 1682
1578 /* Ensure that our permanent experience minimum is met. 1683 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1684 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1685 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1686 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1687
1583 if (op->perm_exp < p_exp_min) 1688 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1689 op->perm_exp = p_exp_min;
1585 1690
1586 /* Cap permanent experience. */ 1691 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1692 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1693 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1694 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1695 op->perm_exp = MAX_EXPERIENCE;
1591} 1696}
1592
1593 1697
1594/* Add experience to a player - exp should only be positive. 1698/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1699 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1700 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1701 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1702 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1703 * flag is what to do if the player doesn't have the skill:
1600 */ 1704 */
1601 1705static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1706add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1707{
1604 object *skill_obj = NULL; 1708 object *skill_obj;
1605 sint64 limit, exp_to_add; 1709 sint64 limit, exp_to_add;
1606 int i; 1710 int i;
1607 1711
1608 /* prevents some forms of abuse. */ 1712 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1713 if (op->contr->braced)
1610 exp = exp / 5; 1714 exp /= 5;
1611 1715
1612 /* Try to find the matching skill. 1716 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1717 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1718 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1719 * the players inventory.
1616 */ 1720 */
1721 skill_obj = 0;
1722
1617 if (skill_name) 1723 if (skill_name)
1618 { 1724 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1725 skill_obj = op->contr->find_skill (skill_name);
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill;
1622 else
1623 {
1624 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 {
1628 skill_obj = op->contr->last_skill_ob[i];
1629 break;
1630 }
1631 1726
1632 /* Player doesn't have the skill. Check to see what to do, and give 1727 /* Player doesn't have the skill. Check to see what to do, and give
1633 * it to the player if necessary 1728 * it to the player if necessary
1634 */ 1729 */
1635 if (!skill_obj) 1730 if (!skill_obj)
1636 { 1731 {
1637 if (flag == SK_EXP_NONE) 1732 if (flag == SK_EXP_NONE)
1638 return; 1733 return;
1734
1639 else if (flag == SK_EXP_ADD_SKILL) 1735 if (flag == SK_EXP_ADD_SKILL)
1640 give_skill_by_name (op, skill_name); 1736 skill_obj = give_skill_by_name (op, skill_name);
1641 }
1642 } 1737 }
1643 } 1738 }
1644 1739
1645 if (flag != SK_EXP_SKILL_ONLY) 1740 if (flag != SK_EXP_SKILL_ONLY)
1646 { 1741 {
1650 exp_to_add = exp; 1745 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1746 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1747 if (exp_to_add > limit)
1653 exp_to_add = limit; 1748 exp_to_add = limit;
1654 1749
1655 ADD_EXP (op->stats.exp, 1750 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1751 if (settings.permanent_exp_ratio)
1659 { 1752 {
1660 ADD_EXP (op->perm_exp, 1753 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1754 calc_perm_exp (op);
1664 } 1755 }
1665 1756
1666 player_lvl_adj (op, NULL); 1757 player_lvl_adj (op, NULL);
1667 } 1758 }
1674 exp_to_add = limit; 1765 exp_to_add = limit;
1675 1766
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1767 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1678 { 1769 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1770 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1771 calc_perm_exp (skill_obj);
1682 } 1772 }
1683 1773
1684 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1685 } 1775 }
1686} 1776}
1687 1777
1688/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1689 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1690 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1691 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1695 */ 1785 */
1786static sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1697{ 1788{
1698 sint64 del_exp; 1789 sint64 del_exp;
1699 1790
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1791 if (exp > op->stats.exp)
1792 exp = op->stats.exp;
1793
1701 if (settings.permanent_exp_ratio) { 1794 if (settings.permanent_exp_ratio)
1795 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1797
1798 if (del_exp < 0)
1799 del_exp = 0;
1800
1704 if (exp > del_exp) exp=del_exp; 1801 if (exp > del_exp)
1802 exp = del_exp;
1705 } 1803 }
1804
1706 return exp; 1805 return exp;
1707} 1806}
1708 1807
1808sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1710{ 1810{
1811 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1812 return check_exp_loss (op, exp);
1813 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1713} 1815}
1714
1715 1816
1716/* Subtracts experience from player. 1817/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1718 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1719 * this subtracts a portion from all 1820 * this subtracts a portion from all
1723 * as much as listed. Eg, if player has gotten reduced to the point 1824 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1825 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1826 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1827 * a postive number.
1727 */ 1828 */
1829static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1830subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1831{
1730 float fraction = (float) exp/(float) op->stats.exp; 1832 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1833 object *tmp;
1732 sint64 del_exp; 1834 sint64 del_exp;
1733 1835
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1836 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1837 if (tmp->type == SKILL && tmp->stats.exp)
1838 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1839 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1840 {
1737 del_exp = check_exp_loss(tmp, exp); 1841 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1842 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1843 player_lvl_adj (op, tmp);
1844 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1845 else if (flag != SK_SUBTRACT_SKILL_EXP)
1846 {
1741 /* only want to process other skills if we are not trying 1847 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1848 * to match a specific skill.
1743 */ 1849 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1850 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1851 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1852 player_lvl_adj (op, tmp);
1747 } 1853 }
1748 } 1854 }
1855
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1856 if (flag != SK_SUBTRACT_SKILL_EXP)
1857 {
1750 del_exp = check_exp_loss(op, exp); 1858 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1859 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1860 player_lvl_adj (op, NULL);
1753 } 1861 }
1754} 1862}
1755
1756
1757 1863
1758/* change_exp() - changes experience to a player/monster. This 1864/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1865 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1866 *
1761 * The exp passed is typically not modified much by this function - 1867 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1868 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1869 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1870 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1871 * these last two values are only used for players.
1766 */ 1872 */
1767 1873void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1874change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1875{
1770#ifdef EXP_DEBUG 1876#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1877 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1878#endif
1776#endif
1777 1879
1778 /* safety */ 1880 /* safety */
1779 if(!op) { 1881 if (!op)
1882 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1883 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1884 return;
1782 } 1885 }
1783 1886
1784 /* if no change in exp, just return - most of the below code 1887 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1888 * won't do anything if the value is 0 anyways.
1786 */ 1889 */
1787 if (exp == 0) return; 1890 if (exp == 0)
1891 return;
1788 1892
1789 /* Monsters are easy - we just adjust their exp - we 1893 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1894 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1895 * the exp they have - the monsters exp represents what its
1792 * worth. 1896 * worth.
1793 */ 1897 */
1794 if(op->type != PLAYER) { 1898 if (op->type != PLAYER)
1899 {
1795 /* Sanity check */ 1900 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1901 if (!QUERY_FLAG (op, FLAG_ALIVE))
1902 return;
1797 1903
1798 /* reset exp to max allowed value. We subtract from 1904 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1905 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1906 * more than max exp, just return.
1907 */
1908 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1909 {
1910 exp = MAX_EXPERIENCE - op->stats.exp;
1911 if (exp < 0)
1912 return;
1913 }
1914
1915 op->stats.exp += exp;
1916 }
1917 else
1918 { /* Players only */
1919 if (exp > 0)
1920 add_player_exp (op, exp, skill_name, flag);
1921 else
1922 /* note that when you lose exp, it doesn't go against
1923 * a particular skill, so we don't need to pass that
1924 * along.
1801 */ 1925 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 1926 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1927 }
1820} 1928}
1821 1929
1822/* Applies a death penalty experience, the size of this is defined by the 1930/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 1931 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1933 */
1826 1934void
1827void apply_death_exp_penalty(object *op) { 1935apply_death_exp_penalty (object *op)
1828 object *tmp; 1936{
1829 sint64 loss; 1937 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1940
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1942 if (tmp->type == SKILL && tmp->stats.exp)
1835 1943 {
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1838 1946
1839 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 1950 * tables is a lot harder.
1843 */ 1951 */
1844 if (level_loss < 0) level_loss = 0; 1952 if (level_loss < 0)
1953 level_loss = 0;
1845 1954
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1847 1956
1848 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 1958 player_lvl_adj (op, tmp);
1850 } 1959 }
1851 1960
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 1963
1964 if (level_loss < 0)
1965 level_loss = 0;
1966
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1856 1968
1857 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 1970 player_lvl_adj (op, NULL);
1859} 1971}
1860 1972
1861/* This function takes an object (monster/player, op), and 1973/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 1974 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 1975 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 1976 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 1977 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 1978 * Returns 1 if op makes his save, 0 if he failed
1867 */ 1979 */
1980int
1868int did_make_save(const object *op, int level, int bonus) 1981did_make_save (const object *op, int level, int bonus)
1869{ 1982{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1983 if (level > MAX_SAVE_LEVEL)
1984 level = MAX_SAVE_LEVEL;
1871 1985
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1986 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 1987 return 0;
1988
1989 return 1;
1875} 1990}
1876

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