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

Comparing deliantra/server/common/living.C (file contents):
Revision 1.11 by root, Thu Sep 14 21:16:11 2006 UTC vs.
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h> 26#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 163
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 164extern sint64 *levels;
167#endif
168 165
169#define MAX_SAVE_LEVEL 110 166#define MAX_SAVE_LEVEL 110
170 167
171/* This no longer needs to be changed anytime the number of 168/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 169 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 192static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 193 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 194 "You're feeling clumsy!",
198 "You feel less healthy", 195 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 196 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!",
200 "Your face gets distorted!", 199 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 200};
204const char *const restore_msg[NUM_STATS] = { 201const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 202 "You feel your strength return.",
206 "You feel your agility return.", 203 "You feel your agility return.",
207 "You feel your health return.", 204 "You feel your health return.",
205 "You feel your memory return.",
208 "You feel your wisdom return.", 206 "You feel your wisdom return.",
207 "You feel your spirits return.",
209 "You feel your charisma return.", 208 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 209};
213const char *const gain_msg[NUM_STATS] = { 210const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 211 "You feel stronger.",
215 "You feel more agile.", 212 "You feel more agile.",
216 "You feel healthy.", 213 "You feel healthy.",
214 "You feel smarter.",
217 "You feel wiser.", 215 "You feel wiser.",
216 "You feel more potent.",
218 "You seem to look better.", 217 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 218};
222const char *const lose_msg[NUM_STATS] = { 219const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 220 "You feel weaker!",
224 "You feel clumsy!", 221 "You feel clumsy!",
225 "You feel less healthy!", 222 "You feel less healthy!",
223 "You feel stupid!",
226 "You lose some of your memory!", 224 "You lose some of your memory!",
225 "You feel less potent!",
227 "You look ugly!", 226 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 227};
231 228
232const char *const statname[NUM_STATS] = { 229const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 231};
235 232
236const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 235};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 236
274/* 237/*
275 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 239 * is added to the specified stat.
277 */ 240 */
278
279void 241void
280change_attr_value (living * stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
281{ 243{
282 if (value == 0) 244 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 245}
338 246
339/* 247/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 249 * 1-30 stat limit.
342 */ 250 */
343
344void 251void
345check_stat_bounds (living * stats) 252check_stat_bounds (living *stats)
346{ 253{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
351 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 258 }
354} 259}
355 260
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 262
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
367/* flag is set to 1 if we are applying the object, -1 if we are removing 272/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 273 * the object.
369 * It is the calling functions responsibilty to check to see if the object 274 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 275 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 276 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 277 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 278 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 279 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 280 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 281 * that gives them that ability.
377 */ 282 */
378int 283int
379change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
380{ 285{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
382 char message[MAX_BUF]; 287 char message[MAX_BUF];
383 int potion_max = 0; 288 int potion_max = 0;
384 289
385 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
386 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
387 * found by fix_player. refop is not a real object 292 * found by update_stats. refop is not a real object
388 */ 293 */
389 object_pod refop = *op; 294 object_copy refop = *op;
390 295
391 if (op->type == PLAYER) 296 if (op->type == PLAYER)
392 { 297 {
393 if (tmp->type == POTION) 298 if (tmp->type == POTION)
394 { 299 {
395 potion_max = 1; 300 potion_max = 1;
396 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
397 { 302 {
398 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
399 304 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 305
403 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
405 308
406 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
407 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
409 * to allow for that. 312 * to allow for that.
410 */ 313 */
411 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 315 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
414 {
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
416 } 318
417 if (nstat != ostat) 319 if (nstat != ostat)
418 { 320 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 322 potion_max = 0;
421 } 323 }
422 else if (i) 324 else if (i)
423 { 325 {
424 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 327 potion_max = 1;
426 } 328 }
427 } 329 }
330
428 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 333 * recalculates this anyway.
431 */ 334 */
432 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
434 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 339 } /* end of potion handling code */
436 } 340 }
437 341
438 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 343 * everything to set
440 */ 344 */
441 if (flag == -1) 345 if (flag == -1)
442 { 346 {
443 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 352 * and not the other move_ fields.
449 */ 353 */
450 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
451 } 355 }
452 356
453 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
456 */ 360 */
457 fix_player (op); 361 op->update_stats ();
458 362
459 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 364 * print out message if this is a bow.
461 */ 365 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 367 {
464 success = 1; 368 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 370 }
371
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
468 { 373 {
469 success = 1; 374 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 376 }
377
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
473 { 379 {
474 success = 1; 380 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 382 }
383
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
478 { 385 {
479 success = 1; 386 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 388 }
389
482 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 394 * from fly high)
500 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 409 {
502 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 411 * in that case, you don't actually land
504 */ 412 */
505 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 415 }
416
508 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 419
511 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 421 check_move_on (op, op);
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
535 { 444 {
536 success = 1; 445 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 447 }
448
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
540 { 450 {
541 success = 1; 451 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 453 }
454
544 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 456 * vision
546 */ 457 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (QUERY_FLAG (tmp, FLAG_BLIND))
548 { 459 {
638 success = 1; 549 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 551 }
641 552
642 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
644 { 555 {
645 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
647 558
648 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 566
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 568 }
658 } 569 }
659 570
660 if (tmp->type != EXPERIENCE && !potion_max) 571 if (!potion_max)
661 { 572 {
662 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
663 { 574 {
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
665 { 576 {
666 success = 1; 577 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 579 }
669 } 580 }
670 } 581 }
582
671 return success; 583 return success;
672} 584}
673 585
674/* 586/*
675 * Stat draining by Vick 930307 587 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 588 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 589 */
678
679void 590void
680drain_stat (object *op) 591object::drain_stat ()
681{ 592{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 593 drain_specific_stat (rndm (NUM_STATS));
683} 594}
684 595
685void 596void
686drain_specific_stat (object *op, int deplete_stats) 597object::drain_specific_stat (int deplete_stats)
687{ 598{
688 object *tmp; 599 object *tmp;
689 archetype *at; 600 archetype *at;
690 601
691 at = archetype::find (ARCH_DEPLETION); 602 at = archetype::find (ARCH_DEPLETION);
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 605 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 606 return;
696 } 607 }
697 else 608 else
698 { 609 {
699 tmp = present_arch_in_ob (at, op); 610 tmp = present_arch_in_ob (at, this);
611
700 if (!tmp) 612 if (!tmp)
701 { 613 {
702 tmp = arch_to_object (at); 614 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 615 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 616 SET_FLAG (tmp, FLAG_APPLIED);
705 } 617 }
706 } 618 }
707 619
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 620 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 621 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 622 update_stats ();
711} 623}
712 624
713/* 625/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 626 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 627 * via an applied bad_luck object.
716 */ 628 */
717
718void 629void
719change_luck (object *op, int value) 630object::change_luck (int value)
720{ 631{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 632 archetype *at = archetype::find ("luck");
726 if (!at) 633 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 634 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 635 else
729 { 636 {
730 tmp = present_arch_in_ob (at, op); 637 object *tmp = present_arch_in_ob (at, this);
638
731 if (!tmp) 639 if (!tmp)
732 { 640 {
733 if (!value) 641 if (!value)
734 return; 642 return;
643
735 tmp = arch_to_object (at); 644 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 645 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 646 SET_FLAG (tmp, FLAG_APPLIED);
738 } 647 }
648
739 if (value) 649 if (value)
740 { 650 {
741 /* Limit the luck value of the bad luck object to +/-100. This 651 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 652 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 653 * in op itself).
744 */ 654 */
745 new_luck = tmp->stats.luck + value; 655 int new_luck = tmp->stats.luck + value;
656
746 if (new_luck >= -100 && new_luck <= 100) 657 if (new_luck >= -100 && new_luck <= 100)
747 { 658 {
748 op->stats.luck += value; 659 stats.luck += value;
749 tmp->stats.luck = new_luck; 660 tmp->stats.luck = new_luck;
750 } 661 }
751 } 662 }
752 else 663 else
753 { 664 {
754 if (!tmp->stats.luck) 665 if (!tmp->stats.luck)
755 {
756 return; 666 return;
757 } 667
758 /* Randomly change the players luck. Basically, we move it 668 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 669 * back neutral (if greater>0, subtract, otherwise add)
760 */ 670 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 671 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 672 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 673 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 674
765 op->stats.luck += diff; 675 stats.luck += diff;
766 tmp->stats.luck += diff; 676 tmp->stats.luck += diff;
767 } 677 }
768 } 678 }
769 } 679 }
770} 680}
771 681
772/* 682/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 684 */
775
776void 685void
777remove_statbonus (object *op) 686object::remove_statbonus ()
778{ 687{
779 op->stats.Str -= op->arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 689 {
781 op->stats.Con -= op->arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 691 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 693 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 694}
794 695
795/* 696/*
796 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 698 */
798
799void 699void
800add_statbonus (object *op) 700object::add_statbonus ()
801{ 701{
802 op->stats.Str += op->arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 703 {
804 op->stats.Con += op->arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 705 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 707 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 708}
817 709
818/* 710/*
819 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 713 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 714 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 715 * and then adjusts them according to what the player has equipped.
824 */ 716 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 717 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 718 * spell system split, grace points now added to system --peterm
828 */ 719 */
829
830void 720void
831fix_player (object *op) 721object::update_stats ()
832{ 722{
833 int i, j; 723 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp;
729 float old_speed = speed;
839 730
840 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 732 if (type == PLAYER)
842 { 733 {
843 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
844 { 735 stats.stat (i) = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 736
846 }
847 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 738 contr->encumbrance = 0;
849 739
850 op->attacktype = 0; 740 attacktype = 0;
741
851 op->contr->digestion = 0; 742 contr->digestion = 0;
852 op->contr->gen_hp = 0; 743 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 744 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 745 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 746 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 747 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 748 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 749
750 for (int i = NUM_BODY_LOCATIONS; i--; )
751 slot[i].used = slot[i].info;
752
869 op->slaying = 0; 753 slaying = 0;
870 754
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 755 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 756 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 757 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 758 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 759 }
876 760
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 761 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 762 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 763 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 764
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769
889 op->path_attuned = op->arch->clone.path_attuned; 770 path_attuned = arch->clone.path_attuned;
890 op->path_repelled = op->arch->clone.path_repelled; 771 path_repelled = arch->clone.path_repelled;
891 op->path_denied = op->arch->clone.path_denied; 772 path_denied = arch->clone.path_denied;
892 op->glow_radius = op->arch->clone.glow_radius; 773 glow_radius = arch->clone.glow_radius;
893 op->move_type = op->arch->clone.move_type; 774 move_type = arch->clone.move_type;
775
894 op->chosen_skill = NULL; 776 chosen_skill = 0;
895 777
896 /* initializing resistances from the values in player/monster's 778 /* initializing resistances from the values in player/monster's
897 * archetype clone 779 * archetype clone
898 */ 780 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 781 memcpy (&resist, &arch->clone.resist, sizeof (resist));
900 782
901 for (i = 0; i < NROFATTACKS; i++) 783 for (i = 0; i < NROFATTACKS; i++)
902 { 784 {
903 if (op->resist[i] > 0) 785 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 786 prot[i] = resist[i], vuln[i] = 0;
905 else 787 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 788 vuln[i] = -(resist[i]), prot[i] = 0;
789
907 potion_resist[i] = 0; 790 potion_resist[i] = 0;
908 } 791 }
909 792
910 wc = op->arch->clone.stats.wc; 793 wc = arch->clone.stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 794 stats.dam = arch->clone.stats.dam;
912 795
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 796 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 797 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 798 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 799 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 800 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 801 * that their protection from physical goes down
919 */ 802 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 804 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 805 ac = MAX (-10, arch->clone.stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 807 }
925 else 808 else
926 ac = op->arch->clone.stats.ac; 809 ac = arch->clone.stats.ac;
927 810
928 op->stats.luck = op->arch->clone.stats.luck; 811 stats.luck = arch->clone.stats.luck;
929 op->speed = op->arch->clone.speed; 812 speed = arch->clone.speed;
930 813
931 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
933 */ 816 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
936 { 818 {
937 /* See note in map.c:update_position about making this additive 819 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 820 * since light sources are never applied, need to put check here.
939 */ 821 */
940 if (tmp->glow_radius > op->glow_radius) 822 if (tmp->glow_radius > glow_radius)
941 op->glow_radius = tmp->glow_radius; 823 glow_radius = tmp->glow_radius;
942 824
943 /* This happens because apply_potion calls change_abil with the potion 825 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 826 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 827 * then calls this function.
946 */ 828 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 830 continue;
950 }
951 831
952 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
954 { 834 {
955 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
958 if (!mana_obj) 838 if (!mana_obj)
959 mana_obj = tmp; 839 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 840 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 841 mana_obj = tmp;
962 } 842 }
843
963 if (IS_GRACE_SKILL (tmp->subtype)) 844 if (IS_GRACE_SKILL (tmp->subtype))
964 { 845 {
965 if (!grace_obj) 846 if (!grace_obj)
966 grace_obj = tmp; 847 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 848 else if (tmp->level > grace_obj->level)
976 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
979 * up, etc. 860 * up, etc.
980 */ 861 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 862 if ((tmp->flag [FLAG_APPLIED]
863 && tmp->type != CONTAINER
864 && tmp->type != CLOSE_CON)
865 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
983 { 867 {
984 if (op->type == PLAYER) 868 if (type == PLAYER)
985 { 869 {
986 if (tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
987 op->contr->ranges[range_bow] = tmp; 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
988 872 continue;
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991 873
992 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
994 876
995 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
996 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
998 */ 880 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 881 if (tmp->type == WEAPON || tmp->type == BOW ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 882 tmp->type == ARMOUR || tmp->type == HELMET ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) || 883 tmp->type == SHIELD || tmp->type == RING ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 884 tmp->type == BOOTS || tmp->type == GLOVES ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 885 tmp->type == AMULET || tmp->type == GIRDLE ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL)) 886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
1005 { 889 {
1006 op->contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power; 895 contr->item_power += tmp->item_power;
1012 } 896 }
1013 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1014 903
1015 /* Update slots used for items */ 904 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1020 }
1021 908
1022 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1023 { 910 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
1025 if (speed_reduce_from_disease == 0) 913 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 914 speed_reduce_from_disease = 1;
1027 } 915 }
1028 916
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 917 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 918 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 919 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 920 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 921 */
1034 if (tmp->type != POTION) 922 if (tmp->type != POTION)
1035 { 923 {
1036 for (i = 0; i < NROFATTACKS; i++) 924 for (i = 0; i < NROFATTACKS; i++)
1037 { 925 {
1038 /* Potential for cursed potions, in which case we just can use 926 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 927 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 928 */
1041 if (tmp->type == POTION_EFFECT) 929 if (tmp->type == POTION_EFFECT)
1042 { 930 {
1043 if (potion_resist[i]) 931 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else 933 else
1046 potion_resist[i] = tmp->resist[i]; 934 potion_resist[i] = tmp->resist[i];
1047 } 935 }
1048 else if (tmp->resist[i] > 0) 936 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 938 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 940 }
1053 } 941 }
1054 942
1055 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 {
1057 op->attacktype |= tmp->attacktype; 947 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 948 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 949 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 950 path_denied |= tmp->path_denied;
951 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 952 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 953 }
1064 954
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 955 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1066 SET_FLAG (op, FLAG_LIFESAVE); 956 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL)) 957 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1068 SET_FLAG (op, FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) 959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1070 SET_FLAG (op, FLAG_REFL_MISSILE); 960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH)) 961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079 962
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 964 SET_FLAG (this, FLAG_UNDEAD);
1082 965
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 967 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 968 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 969 invisible = 1;
1087 } 970 }
1088 971
1089 if (tmp->stats.exp && tmp->type != SKILL) 972 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 973 {
1091 if (tmp->stats.exp > 0) 974 if (tmp->stats.exp > 0)
1092 { 975 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 976 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 977 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 978 }
1096 else 979 else
1097 added_speed += (float) tmp->stats.exp; 980 added_speed += tmp->stats.exp;
1098 } 981 }
1099 982
1100 switch (tmp->type) 983 switch (tmp->type)
1101 { 984 {
985#if 0
986 case WAND:
987 case ROD:
988 case HORN:
989 if (type != PLAYER || current_weapon == tmp)
990 chosen_skill = tmp;
991 break;
992#endif
993
1102 /* skills modifying the character -b.t. */ 994 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 995 /* for all skills and skill granting objects */
1104 case SKILL: 996 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 997 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1106 break; 998 break;
1107 999
1108 if (IS_COMBAT_SKILL (tmp->subtype)) 1000 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp; 1001 wc_obj = tmp;
1110 1002
1111 if (op->chosen_skill) 1003 if (chosen_skill)
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1004 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1113 1005
1114 op->chosen_skill = tmp; 1006 chosen_skill = tmp;
1115 1007
1116 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1011 weapon_speed = WEAPON_SPEED (tmp);
1012
1120 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1121 weapon_speed = 0; 1014 weapon_speed = 0;
1015
1122 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9));
1018
1124 if (tmp->magic) 1019 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1126 } 1021 }
1127 1022
1128 if (tmp->stats.wc) 1023 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1024 wc -= tmp->stats.wc + tmp->magic;
1130 1025
1131 if (tmp->slaying != NULL) 1026 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1027 slaying = tmp->slaying;
1133 1028
1134 if (tmp->stats.ac) 1029 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1030 ac -= tmp->stats.ac + tmp->magic;
1031
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1138 1034
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1035 break;
1142 1036
1143 case SKILL_TOOL: 1037 case SKILL_TOOL:
1144 if (op->chosen_skill) 1038 if (chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147 } 1040
1148 op->chosen_skill = tmp; 1041 chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break; 1042 break;
1152 1043
1153 case SHIELD: 1044 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1045 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1046 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1047 case RING:
1157 case AMULET: 1048 case AMULET:
1158 case GIRDLE: 1049 case GIRDLE:
1159 case HELMET: 1050 case HELMET:
1160 case BOOTS: 1051 case BOOTS:
1161 case GLOVES: 1052 case GLOVES:
1162 case CLOAK: 1053 case CLOAK:
1163 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1055 wc -= tmp->stats.wc + tmp->magic;
1056
1165 if (tmp->stats.dam) 1057 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1058 stats.dam += tmp->stats.dam + tmp->magic;
1059
1167 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1169 break; 1063 break;
1170 1064
1065 case BOW:
1171 case WEAPON: 1066 case WEAPON:
1067 if (type != PLAYER || current_weapon == tmp)
1068 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1069 wc -= tmp->stats.wc + tmp->magic;
1070
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1071 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1072 ac -= tmp->stats.ac + tmp->magic;
1073
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1075 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1076 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1077
1178 if (weapon_speed < 0) 1078 if (weapon_speed < 0)
1179 weapon_speed = 0; 1079 weapon_speed = 0;
1080
1180 op->slaying = tmp->slaying; 1081 slaying = tmp->slaying;
1082
1181 /* If there is desire that two handed weapons should do 1083 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1084 * extra strength damage, this is where the code should
1183 * go. 1085 * go.
1184 */ 1086 */
1185 op->current_weapon = tmp; 1087
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1088 if (type == PLAYER)
1089 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1090 contr->encumbrance += tmp->weight * 3 / 1000;
1091 }
1188 1092
1189 break; 1093 break;
1190 1094
1191 case ARMOUR: /* Only the best of these three are used: */ 1095 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1096 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1097 contr->encumbrance += tmp->weight / 1000;
1194 1098
1195 case BRACERS: 1099 case BRACERS:
1196 case FORCE: 1100 case FORCE:
1197 if (tmp->stats.wc) 1101 if (tmp->stats.wc)
1198 { 1102 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1106 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1107 }
1204 else 1108 else
1205 wc += tmp->stats.wc + tmp->magic; 1109 wc += tmp->stats.wc + tmp->magic;
1206 } 1110 }
1111
1207 if (tmp->stats.ac) 1112 if (tmp->stats.ac)
1208 { 1113 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1114 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1115 {
1211 ac += best_ac; /* Remove last bonus */ 1116 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1117 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1118 }
1214 else /* To nullify the below effect */ 1119 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1120 ac += tmp->stats.ac + tmp->magic;
1216 } 1121 }
1122
1217 if (tmp->stats.wc) 1123 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1124 wc -= (tmp->stats.wc + tmp->magic);
1125
1219 if (tmp->stats.ac) 1126 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1127 ac -= (tmp->stats.ac + tmp->magic);
1128
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1130 max = ARMOUR_SPEED (tmp) / 10.f;
1131
1223 break; 1132 break;
1224 } /* switch tmp->type */ 1133 } /* switch tmp->type */
1225 } /* item is equipped */ 1134 } /* item is equipped */
1226 } /* for loop of items */ 1135 } /* for loop of items */
1227 1136
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1144 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1145 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1146 */
1238 for (i = 0; i < NROFATTACKS; i++) 1147 for (i = 0; i < NROFATTACKS; i++)
1239 { 1148 {
1240 op->resist[i] = prot[i] - vuln[i]; 1149 resist[i] = prot[i] - vuln[i];
1150
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1152 resist[i] = potion_resist[i];
1243 } 1153 }
1244 1154
1245 /* Figure out the players sp/mana/hp totals. */ 1155 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER) 1156 if (type == PLAYER)
1247 { 1157 {
1248 int pl_level; 1158 int pl_level;
1249 1159
1250 check_stat_bounds (&(op->stats)); 1160 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1161 pl_level = level;
1252 1162
1253 if (pl_level < 1) 1163 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1165
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1166 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1168 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1260 { 1170 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1173 if (i % 2 && con_bonus[stats.Con] % 2)
1263 { 1174 {
1264 if (con_bonus[op->stats.Con] > 0) 1175 if (con_bonus[stats.Con] > 0)
1265 j++; 1176 j++;
1266 else 1177 else
1267 j--; 1178 j--;
1268 } 1179 }
1180
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1182 }
1271 1183
1272 for (i = 11; i <= op->level; i++) 1184 for (i = 11; i <= level; i++)
1273 op->stats.maxhp += 2; 1185 stats.maxhp += 2;
1274 1186
1275 if (op->stats.hp > op->stats.maxhp) 1187 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1188 stats.hp = stats.maxhp;
1277 1189
1278 /* Sp gain is controlled by the level of the player's 1190 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1191 * relevant experience object (mana_obj, see above)
1280 */ 1192 */
1281 /* following happen when skills system is not used */ 1193 /* following happen when skills system is not used */
1282 if (!mana_obj) 1194 if (!mana_obj)
1283 mana_obj = op; 1195 mana_obj = this;
1196
1284 if (!grace_obj) 1197 if (!grace_obj)
1285 grace_obj = op; 1198 grace_obj = this;
1199
1286 /* set maxsp */ 1200 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1201 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1202 mana_obj = this;
1289 1203
1290 if (mana_obj == op && op->type == PLAYER) 1204 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1205 stats.maxsp = 1;
1293 }
1294 else 1206 else
1295 { 1207 {
1296 sp_tmp = 0.0; 1208 sp_tmp = 0.f;
1209
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1210 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1298 { 1211 {
1299 float stmp; 1212 float stmp;
1300 1213
1301 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1302 if (i < 2) 1215 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1217 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1219
1310 if (stmp < 1.0) 1220 if (stmp < 1.f)
1311 stmp = 1.0; 1221 stmp = 1.f;
1222
1312 sp_tmp += stmp; 1223 sp_tmp += stmp;
1313 } 1224 }
1225
1314 op->stats.maxsp = (int) sp_tmp; 1226 stats.maxsp = (sint16)sp_tmp;
1315 1227
1316 for (i = 11; i <= mana_obj->level; i++) 1228 for (i = 11; i <= mana_obj->level; i++)
1317 op->stats.maxsp += 2; 1229 stats.maxsp += 2;
1318 } 1230 }
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1231 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1232 if (stats.sp > stats.maxsp * 2)
1321 op->stats.sp = op->stats.maxsp * 2; 1233 stats.sp = stats.maxsp * 2;
1322 1234
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1236 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1237 grace_obj = this;
1326 1238
1327 if (grace_obj == op && op->type == PLAYER) 1239 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1240 stats.maxgrace = 1;
1330 }
1331 else 1241 else
1332 { 1242 {
1333 /* store grace in a float - this way, the divisions below don't create 1243 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1244 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1245 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1246 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1247 */
1338 sp_tmp = 0.0; 1248 sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1249 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1340 { 1250 {
1341 float grace_tmp = 0.0; 1251 float grace_tmp = 0.f;
1342 1252
1343 /* Got some extra bonus at first level */ 1253 /* Got some extra bonus at first level */
1344 if (i < 2) 1254 if (i < 2)
1345 { 1255 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1256 else
1350 { 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1258
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0) 1259 if (grace_tmp < 1.f)
1355 grace_tmp = 1.0; 1260 grace_tmp = 1.f;
1261
1356 sp_tmp += grace_tmp; 1262 sp_tmp += grace_tmp;
1357 } 1263 }
1264
1358 op->stats.maxgrace = (int) sp_tmp; 1265 stats.maxgrace = (sint16)sp_tmp;
1359 1266
1360 /* two grace points per level after 11 */ 1267 /* two grace points per level after 11 */
1361 for (i = 11; i <= grace_obj->level; i++) 1268 for (i = 11; i <= grace_obj->level; i++)
1362 op->stats.maxgrace += 2; 1269 stats.maxgrace += 2;
1363 } 1270 }
1364 /* No limit on grace vs maxgrace */ 1271 /* No limit on grace vs maxgrace */
1365 1272
1366 if (op->contr->braced) 1273 if (contr->braced)
1367 { 1274 {
1368 ac += 2; 1275 ac += 2;
1369 wc += 4; 1276 wc += 4;
1370 } 1277 }
1371 else 1278 else
1372 ac -= dex_bonus[op->stats.Dex]; 1279 ac -= dex_bonus[stats.Dex];
1373 1280
1374 /* In new exp/skills system, wc bonuses are related to 1281 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1282 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1283 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1284 * I changed this slightly so that wc bonuses are better
1381 * we give the player a bonus here in wc and dam 1288 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1289 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1290 * monster bonus the same as before. -b.t.
1384 */ 1291 */
1385 1292
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1293 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1387 { 1294 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1295 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296
1389 for (i = 1; i < wc_obj->level; i++) 1297 for (i = 1; i < wc_obj->level; i++)
1390 { 1298 {
1391 /* addtional wc every 6 levels */ 1299 /* addtional wc every 6 levels */
1392 if (!(i % 6)) 1300 if (!(i % 6))
1393 wc--; 1301 wc--;
1302
1394 /* addtional dam every 4 levels. */ 1303 /* addtional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1305 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1306 }
1398 } 1307 }
1399 else 1308 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1309 wc -= level + thaco_bonus[stats.Str];
1401 1310
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1311 stats.dam += dam_bonus[stats.Str];
1403 1312
1404 if (op->stats.dam < 1) 1313 if (stats.dam < 1)
1405 op->stats.dam = 1; 1314 stats.dam = 1;
1406 1315
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1316 speed = 1.f + speed_bonus[stats.Dex];
1317
1408 if (settings.search_items && op->contr->search_str[0]) 1318 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1319 speed -= 1;
1320
1410 if (op->attacktype == 0) 1321 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1322 attacktype = arch->clone.attacktype;
1412 1323
1413 } /* End if player */ 1324 } /* End if player */
1414 1325
1415 if (added_speed >= 0) 1326 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1327 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1328 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1329 speed /= 1.f - added_speed;
1419 1330
1420 /* Max is determined by armour */ 1331 /* Max is determined by armour */
1421 if (op->speed > max) 1332 if (speed > max)
1422 op->speed = max; 1333 speed = max;
1423 1334
1424 if (op->type == PLAYER) 1335 if (type == PLAYER)
1425 { 1336 {
1426 /* f is a number the represents the number of kg above (positive num) 1337 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1338 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1339 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1340 * much above he is, and what is max carry is
1430 */ 1341 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1342 f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1343 if (f > 0)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1345 }
1435 1346
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1437 1348
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1349 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1350 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1440 */ 1351 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1352 speed = speed * speed_reduce_from_disease;
1442 1353
1443 if (op->speed < 0.01 && op->type == PLAYER) 1354 if (speed < 0.01f && type == PLAYER)
1444 op->speed = 0.01; 1355 speed = 0.01f;
1445 1356
1446 if (op->type == PLAYER) 1357 if (type == PLAYER)
1447 { 1358 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1359 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1360 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1361 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1362 * that would just be a real pain to read.
1454 */ 1363 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1364 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1365 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1366 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1367 float s = 2 - weapon_speed / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1368 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1370
1371 K *= (4 + level) *1.2f / (6 + level);
1372
1462 if (K <= 0) 1373 if (K <= 0.f)
1463 K = 0.01; 1374 K = 0.01f;
1375
1464 S = op->speed / (K * s); 1376 float S = speed / (K * s);
1377
1465 op->contr->weapon_sp = S; 1378 contr->weapon_sp = S;
1466 } 1379 }
1380
1467 /* I want to limit the power of small monsters with big weapons: */ 1381 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1383 stats.dam = arch->clone.stats.dam * 3;
1470 1384
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1385 /* Prevent overflows of wc - best you can get is ABS(120) - this
1472 * should be more than enough - remember, AC is also in 8 bits, 1386 * should be more than enough - remember, AC is also in 8 bits,
1473 * so its value is the same. 1387 * so its value is the same.
1474 */ 1388 */
1475 if (wc > 120) 1389 if (wc > 120)
1476 wc = 120; 1390 wc = 120;
1477 else if (wc < -120) 1391 else if (wc < -120)
1478 wc = -120; 1392 wc = -120;
1393
1479 op->stats.wc = wc; 1394 stats.wc = wc;
1480 1395
1481 if (ac > 120) 1396 if (ac > 120)
1482 ac = 120; 1397 ac = 120;
1483 else if (ac < -120) 1398 else if (ac < -120)
1484 ac = -120; 1399 ac = -120;
1400
1485 op->stats.ac = ac; 1401 stats.ac = ac;
1486 1402
1487 /* if for some reason the creature doesn't have any move type, 1403 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1404 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1405 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1406 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1407 * one or the other.
1492 */ 1408 */
1493 if (op->move_type == 0) 1409 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1410 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1411 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1412 move_type &= ~MOVE_WALK;
1497 1413
1498 update_ob_speed (op); 1414 if (speed != old_speed)
1415 set_speed (speed);
1499 1416
1500 /* It is quite possible that a player's spell costing might have changed, 1417 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1418 * so we will check that now.
1502 */ 1419 */
1503 if (op->type == PLAYER) 1420 if (type == PLAYER)
1421 {
1422 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1423 esrv_update_spells (contr);
1424 }
1425
1426 // update the mapspace, if we are on a map
1427 if (!flag [FLAG_REMOVED] && map)
1428 map->at (x, y).flags_ = 0;
1505} 1429}
1506 1430
1507/* 1431/*
1508 * Returns true if the given player is a legal class. 1432 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1433 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1434 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1435 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1436 * false otherwise.
1513 */ 1437 */
1514
1515int 1438int
1516allowed_class (const object *op) 1439allowed_class (const object *op)
1517{ 1440{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1441 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1442 && op->stats.Str > 0
1443 && op->stats.Con > 0
1444 && op->stats.Int > 0
1445 && op->stats.Wis > 0
1446 && op->stats.Pow > 0
1447 && op->stats.Cha > 0;
1520} 1448}
1521 1449
1522/* 1450/*
1523 * set the new dragon name after gaining levels or 1451 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1452 * changing ability focus (later this can be extended to
1595 object *skin = NULL; /* pointer to dragon skin force */ 1523 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1524 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1525 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1526
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1527 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1531 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1532 if (tmp->type == FORCE)
1603 {
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 1533 if (tmp->arch->name == dragon_ability_force)
1605 abil = tmp; 1534 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1535 else if (tmp->arch->name == dragon_skin_force)
1607 skin = tmp; 1536 skin = tmp;
1608 } 1537
1609 }
1610 /* if the force is missing -> bail out */ 1538 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1539 if (abil == NULL)
1612 return; 1540 return;
1613 1541
1614 /* The ability_force keeps track of maximum level ever achieved. 1542 /* The ability_force keeps track of maximum level ever achieved.
1665 */ 1593 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1595 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1596 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1597 insert_ob_in_ob (skill_obj, op);
1598
1670 if (op->contr) 1599 if (op->contr)
1671 { 1600 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1602 if (op->contr->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1604 }
1605
1675 return skill_obj; 1606 return skill_obj;
1676} 1607}
1677 1608
1678 1609
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1610/* player_lvl_adj() - for the new exp system. we are concerned with
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1638 }
1708 1639
1709 fix_player (who); 1640 who->update_stats ();
1710 if (op->level > 1) 1641 if (op->level > 1)
1711 { 1642 {
1712 if (op->type != PLAYER) 1643 if (op->type != PLAYER)
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1714 else 1645 else
1719 player_lvl_adj (who, op); /* To increase more levels */ 1650 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1651 }
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1653 {
1723 op->level--; 1654 op->level--;
1724 fix_player (who); 1655 who->update_stats ();
1725 if (op->type != PLAYER) 1656 if (op->type != PLAYER)
1726 { 1657 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1660 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1661 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1662 }
1663
1732 /* check if the spell data has changed */ 1664 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr);
1733 esrv_update_spells (who->contr); 1666 esrv_update_spells (who->contr);
1734} 1667}
1735 1668
1736/* 1669/*
1737 * Returns how much experience is needed for a player to become 1670 * Returns how much experience is needed for a player to become
1741sint64 1674sint64
1742level_exp (int level, double expmul) 1675level_exp (int level, double expmul)
1743{ 1676{
1744 if (level > settings.max_level) 1677 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1678 return (sint64) (expmul * levels[settings.max_level]);
1679
1746 return (sint64) (expmul * levels[level]); 1680 return (sint64) (expmul * levels[level]);
1747} 1681}
1748 1682
1749/* 1683/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1684 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1705 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1706 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1707 op->perm_exp = MAX_EXPERIENCE;
1774} 1708}
1775 1709
1776
1777/* Add experience to a player - exp should only be positive. 1710/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1711 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1712 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1713 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1714 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1715 * flag is what to do if the player doesn't have the skill:
1783 */ 1716 */
1784
1785static void 1717static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1718add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1719{
1788 object *skill_obj = NULL; 1720 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1721 sint64 limit, exp_to_add;
1790 int i; 1722 int i;
1791 1723
1792 /* prevents some forms of abuse. */ 1724 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1725 if (op->contr->braced)
1794 exp = exp / 5; 1726 exp /= 5;
1795 1727
1796 /* Try to find the matching skill. 1728 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1729 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1730 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1731 * the players inventory.
1800 */ 1732 */
1801 if (skill_name) 1733 if (skill_name)
1802 { 1734 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1866 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1867 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1868 player_lvl_adj (op, tmp);
1937 } 1869 }
1938 } 1870 }
1871
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1872 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1873 {
1941 del_exp = check_exp_loss (op, exp); 1874 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1875 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1876 player_lvl_adj (op, NULL);
1944 } 1877 }
1945} 1878}
1946
1947
1948 1879
1949/* change_exp() - changes experience to a player/monster. This 1880/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1881 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1882 *
1952 * The exp passed is typically not modified much by this function - 1883 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1884 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1885 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1886 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1887 * these last two values are only used for players.
1957 */ 1888 */
1958
1959void 1889void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1890change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1891{
1962
1963#ifdef EXP_DEBUG 1892#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1893 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1894#endif
1970 1895
1971 /* safety */ 1896 /* safety */
1972 if (!op) 1897 if (!op)
1973 { 1898 {
2012 else 1937 else
2013 /* note that when you lose exp, it doesn't go against 1938 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1939 * a particular skill, so we don't need to pass that
2015 * along. 1940 * along.
2016 */ 1941 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1942 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1943 }
2020} 1944}
2021 1945
2022/* Applies a death penalty experience, the size of this is defined by the 1946/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 1947 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1948 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1949 */
2026
2027void 1950void
2028apply_death_exp_penalty (object *op) 1951apply_death_exp_penalty (object *op)
2029{ 1952{
2030 object *tmp; 1953 object *tmp;
2031 sint64 loss; 1954 sint64 loss;
2076 if (level > MAX_SAVE_LEVEL) 1999 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2000 level = MAX_SAVE_LEVEL;
2078 2001
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2002 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2003 return 0;
2004
2081 return 1; 2005 return 1;
2082} 2006}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines