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Comparing deliantra/server/common/living.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
373 object refop; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
374 char message[MAX_BUF]; 287 char message[MAX_BUF];
375 int potion_max=0; 288 int potion_max = 0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 289
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;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388 302
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 for (int j = 0; j < NUM_STATS; j++)
390 i = get_attr_value(&(tmp->stats),j); 304 {
305 int ostat = op->contr->orig_stats.stat (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)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 318 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 319
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 320 if (nstat != ostat)
406 potion_max=0; 321 {
407 } 322 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 323 potion_max = 0;
324 }
325 else if (i)
326 {
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)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 368 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 369 success = 1;
452 success=1; 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
453 DIFF_MSG(flag, "You feel very protected.", 371 }
454 "You don't feel protected anymore."); 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
455 } 374 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 375 success = 1;
457 success=1; 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
458 DIFF_MSG(flag, "A magic force shimmers around you.", 377 }
459 "The magic force fades away."); 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
460 } 380 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 381 success = 1;
462 success=1; 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 383 }
464 "Suddenly you feel less safe, somehow."); 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
465 } 386 {
387 success = 1;
388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
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)
473 success=1; 398 {
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.")); 416 }
489 } 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
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 420 }
496 421
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 423 * originally undead may change their status
499 */ 424 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
502 success=1; 428 success = 1;
503 if(flag>0) { 429 if (flag > 0)
504 if(op->race) free_string(op->race); 430 {
505 op->race=add_string("undead"); 431 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 433 }
508 if(op->race) free_string(op->race); 434 else
509 if(op->arch->clone.race) 435 {
510 op->race=add_string(op->arch->clone.race); 436 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
514 } 439 }
515 }
516 440
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
518 success=1; 442 {
443 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
520 } 448 {
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 success = 1;
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 451 }
452
525 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 454 * vision
527 */ 455 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 456 if (tmp->flag [FLAG_BLIND])
529 success=1; 457 {
530 if(flag>0) { 458 success = 1;
531 if(QUERY_FLAG(op,FLAG_WIZ)) 459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 463 else
464 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 467 if (op->type == PLAYER)
537 op->contr->do_los=1; 468 op->contr->do_los = 1;
469 }
470 }
471 else
472 {
473 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND);
479 if (op->type == PLAYER)
480 op->contr->do_los = 1;
481 }
482 }
538 } 483 }
539 } else { 484
540 if(QUERY_FLAG(op,FLAG_WIZ)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 } 486 {
550 487 success = 1;
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER) 488 if (op->type == PLAYER)
554 op->contr->do_los=1; 489 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 } 491 }
568 } else { 492
569 if(QUERY_FLAG(op,FLAG_WIZ)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER)
504 op->contr->do_los = 1;
505 }
506 }
507 else
508 {
509 if (op->flag [FLAG_WIZ])
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 511 else
512 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 514 if (op->type == PLAYER)
574 op->contr->do_los=1; 515 op->contr->do_los = 1;
516 }
517 }
575 } 518 }
576 }
577 }
578 519
579 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
580 success=1; 521 {
522 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 524 }
583 525
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
595 537
596 /* for the future when artifacts set this -b.t. */ 538 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 539 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
602 544
603 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
608 550
609 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 552 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
613 if (op->resist[i] != refop.resist[i]) { 557 if (op->resist [i] != prev_resist [i])
558 {
614 success=1; 559 success = 1;
560
615 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]); 563 else
618 else 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
619 sprintf(message, "Your resistance to %s drops to %d%%.", 565
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 567 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 568 }
632 } 569
633 } 570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
573 {
574 success = 1;
575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 }
577
634 return success; 578 return success;
635} 579}
636 580
637/* 581/*
638 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 584 */
641 585void
642void drain_stat(object *op) { 586object::drain_stat ()
587{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
644} 589}
645 590
591void
646void drain_specific_stat(object *op, int deplete_stats) { 592object::drain_specific_stat (int deplete_stats)
593{
647 object *tmp; 594 object *tmp;
648 archetype *at; 595 archetype *at;
649 596
650 at = find_archetype(ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
651 if (!at) { 598 if (!at)
599 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 601 return;
602 }
654 } else { 603 else
604 {
655 tmp = present_arch_in_ob(at, op); 605 tmp = present_arch_in_ob (at, this);
606
656 if (!tmp) { 607 if (!tmp)
657 tmp = arch_to_object(at); 608 {
609 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
660 } 612 }
661 } 613 }
662 614
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 617 update_stats ();
666} 618}
667 619
668/* 620/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 622 * via an applied bad_luck object.
671 */ 623 */
672 624void
673void change_luck(object *op, int value) { 625object::change_luck (int value)
674 object *tmp; 626{
675 archetype *at; 627 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 628 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 630 else
631 {
682 tmp = present_arch_in_ob(at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
683 if (!tmp) { 634 if (!tmp)
635 {
636 if (!value)
637 return;
638
639 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED);
642 }
643
684 if (!value) 644 if (value)
685 return; 645 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 648 * in op itself).
694 */ 649 */
695 new_luck = tmp->stats.luck+value; 650 int new_luck = tmp->stats.luck + value;
651
696 if (new_luck >= -100 && new_luck <= 100) { 652 if (new_luck >= -100 && new_luck <= 100)
653 {
697 op->stats.luck+=value; 654 stats.luck += value;
698 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
656 }
699 } 657 }
700 } else { 658 else
659 {
701 if (!tmp->stats.luck) { 660 if (!tmp->stats.luck)
702 return; 661 return;
703 } 662
704 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
706 */ 665 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
708 int diff = tmp->stats.luck>0?-1:1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
709 op->stats.luck += diff; 670 stats.luck += diff;
710 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
672 }
711 } 673 }
712 }
713 } 674 }
714} 675}
715 676
716/* 677/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 679 */
719 680void
720void remove_statbonus(object *op) { 681object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 682{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 683 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 684 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 685 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 686 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 687 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 688 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 689}
736 690
737/* 691/*
738 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 693 */
740 694void
741void add_statbonus(object *op) { 695object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 696{
743 op->stats.Dex += op->arch->clone.stats.Dex; 697 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 698 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 699 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 700 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 701 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 702 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
757 744
758/* 745/*
759 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
764 */ 751 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
767 */ 754 */
768 755void
769void fix_player(object *op) { 756object::update_stats ()
770 int i,j; 757{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 759 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
777 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
778 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 769 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 770 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 771 contr->delayed_update = false;
782 } 772
773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i);
775
783 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
785 778
786 op->attacktype=0; 779 attacktype = 0;
787 op->contr->digestion = 0; 780
788 op->contr->gen_hp = 0; 781 contr->digestion = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 786 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 787 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 788
805 if(op->slaying!=NULL) { 789 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 790 slot[i].used = slot[i].info;
807 op->slaying=NULL; 791
808 } 792 slaying = 0;
793
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 798 }
813 799
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 803
826 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 object *chosen_skill = 0;
816
833 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
834 * archetype clone 818 * archetype clone
819 */
820 memcpy (&resist, &arch->resist, sizeof (resist));
821
822 for (int i = 0; i < NROFATTACKS; i++)
823 {
824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0;
826 else
827 vuln[i] = -(resist[i]), prot[i] = 0;
828
829 potion_resist[i] = 0;
830 }
831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
836 * plus a small amount of physical resist, those poor suckers. ;)
837 * the fact that maxlevel is factored in could be considered sort of bogus -
838 * we should probably give them some bonus and cap it off - otherwise,
839 * basically, if a server updates its max level, these playes may find
840 * that their protection from physical goes down
841 */
842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
843 {
844 ac = max (-10, arch->stats.ac - level / 3);
845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
846 }
847 else
848 ac = arch->stats.ac;
849
850 stats.luck = arch->stats.luck;
851 speed = arch->speed;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
835 */ 861 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 glow_radius += tmp->glow_radius;
866
867 /* For some things, we don't care what is equipped */
868 if (tmp->type == SKILL)
869 {
870 /* Want to take the highest skill here. */
871 if (IS_MANA_SKILL (tmp->subtype))
872 {
873 if (!mana_obj)
874 mana_obj = tmp;
875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
877 }
878
879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
881 if (!grace_obj)
882 grace_obj = tmp;
883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 {
902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
912
913 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] += tmp->stats.stat (i);
915
916 if (digest_types [tmp->type])
917 {
918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
921 contr->gen_sp += tmp->stats.sp;
922 contr->gen_grace += tmp->stats.grace;
923 contr->gen_sp_armour += tmp->gen_sp_armour;
924 }
925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
931
932 /* Update slots used for items */
933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
936
937 if (tmp->type == SYMPTOM)
938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939
940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
941 * (Negative protections are calculated exactly like positive.)
942 * Resistance from potions are treated special as well. If there's
943 * more than one potion-effect, the bigger prot.-value is taken.
944 */
945 if (tmp->type != POTION)
946 {
947 for (int i = 0; i < NROFATTACKS; i++)
948 {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialised to zero.
951 */
952 if (tmp->type == POTION_EFFECT)
953 {
954 if (potion_resist[i])
955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
956 else
957 potion_resist[i] = tmp->resist[i];
958 }
959 else if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963 }
964 }
965
966 /* There may be other things that should not adjust the attacktype */
967 if (tmp->type != SYMPTOM)
968 {
969 attacktype |= tmp->attacktype;
970 path_attuned |= tmp->path_attuned;
971 path_repelled |= tmp->path_repelled;
972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
974 stats.luck += tmp->stats.luck;
975 }
976
977 flag |= tmp->flag & copy_flags;
978
979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
980 SET_FLAG (this, FLAG_UNDEAD);
981
982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
983 {
984 SET_FLAG (this, FLAG_MAKE_INVIS);
985 invisible = 1;
986 }
987
988 if (tmp->stats.exp && tmp->type != SKILL)
989 {
990 if (tmp->stats.exp > 0)
991 {
992 added_speed += tmp->stats.exp / 3.f;
993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
994 }
995 else
996 added_speed += tmp->stats.exp;
997 }
998
999 switch (tmp->type)
1000 {
1001 /* skills modifying the character -b.t. */
1002 /* for all skills and skill granting objects */
1003 case SKILL:
1004 {
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1006 break;
1007
1008 if (chosen_skill)
1009 {
1010 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1011 &name, &chosen_skill->name, &tmp->name);
1012
1013 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats ();
1015 return;
1016 }
1017 else
1018 chosen_skill = tmp;
1019
1020 if (tmp->stats.dam > 0)
1021 { /* skill is a 'weapon' */
1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1023 weapon_speed = WEAPON_SPEED (tmp);
1024
1025 if (weapon_speed < 0)
1026 weapon_speed = 0;
1027
1028 weapon_weight = tmp->weight;
1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1030
1031 if (tmp->magic)
1032 stats.dam += tmp->magic;
1033 }
1034
1035 if (tmp->stats.wc)
1036 wc -= tmp->stats.wc + tmp->magic;
1037
1038 if (tmp->slaying)
1039 slaying = tmp->slaying;
1040
1041 if (tmp->stats.ac)
1042 ac -= tmp->stats.ac + tmp->magic;
1043
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += 3 * tmp->weight / 1000;
1046 }
1047
1048 break;
1049
1050 case SHIELD:
1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1054 case RING:
1055 case AMULET:
1056 case GIRDLE:
1057 case HELMET:
1058 case BOOTS:
1059 case GLOVES:
1060 case CLOAK:
1061 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic;
1063
1064 if (tmp->stats.dam)
1065 stats.dam += tmp->stats.dam + tmp->magic;
1066
1067 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic;
1069
1070 break;
1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW:
1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 stats.dam += tmp->stats.dam + tmp->magic;
1092 weapon_weight = tmp->weight;
1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094
1095 if (weapon_speed < 0)
1096 weapon_speed = 0;
1097
1098 slaying = tmp->slaying;
1099
1100 /* If there is desire that two handed weapons should do
1101 * extra strength damage, this is where the code should
1102 * go.
1103 */
1104
1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1109
1110 break;
1111
1112 case ARMOUR: /* Only the best of these three are used: */
1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1114 contr->encumbrance += tmp->weight / 1000;
1115
1116 case BRACERS:
1117 case FORCE:
1118 if (tmp->stats.wc)
1119 {
1120 if (best_wc < tmp->stats.wc + tmp->magic)
1121 {
1122 wc += best_wc;
1123 best_wc = tmp->stats.wc + tmp->magic;
1124 }
1125 else
1126 wc += tmp->stats.wc + tmp->magic;
1127 }
1128
1129 if (tmp->stats.ac)
1130 {
1131 if (best_ac < tmp->stats.ac + tmp->magic)
1132 {
1133 ac += best_ac; /* Remove last bonus */
1134 best_ac = tmp->stats.ac + tmp->magic;
1135 }
1136 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic;
1138 }
1139
1140 if (tmp->stats.wc)
1141 wc -= tmp->stats.wc + tmp->magic;
1142
1143 if (tmp->stats.ac)
1144 ac -= tmp->stats.ac + tmp->magic;
1145
1146 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148
1149 break;
1150 } /* switch tmp->type */
1151 } /* item is equipped */
1152 } /* for loop of items */
1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1158
1159 /* We've gone through all the objects the player has equipped. For many things, we
1160 * have generated intermediate values which we now need to assign.
1161 */
1162
1163 /* 'total resistance = total protections - total vulnerabilities'.
1164 * If there is an uncursed potion in effect, granting more protection
1165 * than that, we take: 'total resistance = resistance from potion'.
1166 * If there is a cursed (and no uncursed) potion in effect, we take
1167 * 'total resistance = vulnerability from cursed potion'.
1168 */
1169 for (int i = 0; i < NROFATTACKS; i++)
1170 {
1171 resist[i] = prot[i] - vuln[i];
1172
1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1174 resist[i] = potion_resist[i];
1175 }
1176
1177 if (type == PLAYER)
1178 {
1179 // clamp various player stats
1180 for (int i = 0; i < NUM_STATS; ++i)
1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1188 int pl_level;
1189
1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1191
1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1194 */
1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1197 {
1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1199
1200 if (i % 2 && con_bonus[stats.Con] % 2)
1201 if (con_bonus[stats.Con] > 0)
1202 j++;
1203 else
1204 j--;
1205
1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1207 }
1208
1209 stats.maxhp += 2 * max (0, level - 10);
1210
1211 if (stats.hp > stats.maxhp)
1212 stats.hp = stats.maxhp;
1213
1214 /* Sp gain is controlled by the level of the player's
1215 * relevant experience object (mana_obj, see above)
1216 */
1217 /* following happen when skills system is not used */
1218 if (!mana_obj)
1219 mana_obj = this;
1220
1221 if (!grace_obj)
1222 grace_obj = this;
1223
1224 /* set maxsp */
1225 if (!mana_obj || !mana_obj->level || type != PLAYER)
1226 mana_obj = this;
1227
1228 if (mana_obj == this && type == PLAYER)
1229 stats.maxsp = 1;
1230 else
1231 {
1232 float sp_tmp = 0.f;
1233
1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1235 {
1236 float stmp;
1237
1238 /* Got some extra bonus at first level */
1239 if (i < 2)
1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1241 else
1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1243
1244 sp_tmp += max (1.f, stmp);
1245 }
1246
1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1248 }
1249
1250 /* Characters can get their sp supercharged via rune of transferrance */
1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1252
1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1255 grace_obj = this;
1256
1257 if (grace_obj == this && type == PLAYER)
1258 stats.maxgrace = 1;
1259 else
1260 {
1261 /* store grace in a float - this way, the divisions below don't create
1262 * big jumps when you go from level to level - with int's, it then
1263 * becomes big jumps when the sums of the bonuses jump to the next
1264 * step of 8 - with floats, even fractional ones are useful.
1265 */
1266 float sp_tmp = 0.f;
1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1269 {
1270 float grace_tmp = 0.f;
1271
1272 /* Got some extra bonus at first level */
1273 if (i < 2)
1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1275 else
1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1277
1278 sp_tmp += max (1.f, grace_tmp);
1279 }
1280
1281 /* two grace points per level after 10 */
1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1283 }
1284
1285 /* No limit on grace vs maxgrace */
1286
1287 if (contr->braced)
1288 {
1289 ac += 2;
1290 wc += 4;
1291 }
1292 else
1293 ac -= dex_bonus[stats.Dex];
1294
1295 /* In new exp/skills system, wc bonuses are related to
1296 * the players level in a relevant exp object (wc_obj)
1297 * not the general player level -b.t.
1298 * I changed this slightly so that wc bonuses are better
1299 * than before. This is to balance out the fact that
1300 * the player no longer gets a personal weapon w/ 1
1301 * improvement every level, now its fighterlevel/5. So
1302 * we give the player a bonus here in wc and dam
1303 * to make up for the change. Note that I left the
1304 * monster bonus the same as before. -b.t.
1305 */
1306 object *wc_obj = chosen_skill;
1307
1308 if (contr && wc_obj && wc_obj->level > 1)
1309 {
1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1312 for (int i = 1; i < wc_obj->level; i++)
1313 {
1314 /* additional wc every 6 levels */
1315 if (!(i % 6))
1316 wc--;
1317
1318 /* additional dam every 4 levels. */
1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1321 }
1322 }
1323 else
1324 wc -= level + thaco_bonus[stats.Str];
1325
1326 stats.dam += dam_bonus[stats.Str];
1327
1328 if (stats.dam < 1)
1329 stats.dam = 1;
1330
1331 speed = 1.f + speed_bonus[stats.Dex];
1332
1333 if (settings.search_items && contr->search_str[0])
1334 speed -= 1;
1335 } /* End if player */
1336
1337 if (added_speed >= 0)
1338 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */
1340 speed /= 1.f - added_speed;
1341
1342 /* Max is determined by armour */
1343 speed = min (speed, max_speed);
1344
1345 if (type == PLAYER)
1346 {
1347 /* f is a number the represents the number of kg above (positive num)
1348 * or below (negative number) that the player is carrying. If above
1349 * weight limit, then player suffers a speed reduction based on how
1350 * much above he is, and what is max carry is
1351 */
1352 float f = (carrying / 1000) - max_carry[stats.Str];
1353 if (f > 0.f)
1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1355 }
1356
1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1359
1360 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */
1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364
1365 if (speed != old_speed)
1366 set_speed (speed);
1367
1368 if (type == PLAYER)
1369 {
1370 /* (This formula was made by vidarl@ifi.uio.no)
1371 * Note that we never used these values again - basically
1372 * all of these could be subbed into one big equation, but
1373 * that would just be a real pain to read.
1374 */
1375 float M = (max_carry[stats.Str] - 121) / 121.f;
1376 float M2 = max_carry[stats.Str] / 100.f;
1377 float W = weapon_weight / 20000.f;
1378 float s = (20 - weapon_speed) / 10.f;
1379 float D = (stats.Dex - 14) / 14.f;
1380 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1381
1382 K *= (4 + level) * 1.2f / (6 + level);
1383
1384 if (K <= 0.01f)
1385 K = 0.01f;
1386
1387 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1388 }
1389
1390 /* I want to limit the power of small monsters with big weapons: */
1391 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1392 stats.dam = arch->stats.dam * 3;
1393
1394 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1395 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1396
1397 /* if for some reason the creature doesn't have any move type,
1398 * give them walking as a default.
1399 * The second case is a special case - to more closely mimic the
1400 * old behaviour - if your flying, your not walking - just
1401 * one or the other.
1402 */
1403 if (move_type == 0)
1404 move_type = MOVE_WALK;
1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1406 move_type &= ~MOVE_WALK;
1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1412 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now.
1414 */
1415 if (is_player ())
1416 contr->update_spells ();
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
837 1427
838 for (i=0;i<NROFATTACKS;i++) { 1428 if (is_on_map ())
839 if (op->resist[i] > 0) 1429 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1430 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1431 {
845 1432 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1433
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1434 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1435 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 1436 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 evt = find_event(tmp,EVENT_ATTACK);
1089 if (evt != NULL) {
1090 if (op->current_weapon_script)
1091 free_string(op->current_weapon_script);
1092 op->current_weapon_script=add_string(query_name(tmp));
1093 }
1094 op->current_weapon = tmp;
1095 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1096 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1097 break;
1098
1099 case ARMOUR: /* Only the best of these three are used: */
1100 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1101 op->contr->encumbrance+=(int)tmp->weight/1000;
1102
1103 case BRACERS:
1104 case FORCE:
1105 if(tmp->stats.wc) {
1106 if(best_wc<tmp->stats.wc+tmp->magic) {
1107 wc+=best_wc;
1108 best_wc=tmp->stats.wc+tmp->magic;
1109 } else
1110 wc+=tmp->stats.wc+tmp->magic;
1111 }
1112 if(tmp->stats.ac) {
1113 if(best_ac<tmp->stats.ac+tmp->magic) {
1114 ac+=best_ac; /* Remove last bonus */
1115 best_ac=tmp->stats.ac+tmp->magic;
1116 }
1117 else /* To nullify the below effect */
1118 ac+=tmp->stats.ac+tmp->magic;
1119 }
1120 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1121 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1122 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1123 max=ARMOUR_SPEED(tmp)/10.0;
1124 break;
1125 } /* switch tmp->type */
1126 } /* item is equipped */
1127 } /* for loop of items */
1128
1129 /* We've gone through all the objects the player has equipped. For many things, we
1130 * have generated intermediate values which we now need to assign.
1131 */
1132
1133 /* 'total resistance = total protections - total vulnerabilities'.
1134 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'.
1136 * If there is a cursed (and no uncursed) potion in effect, we take
1137 * 'total resistance = vulnerability from cursed potion'.
1138 */
1139 for (i=0; i<NROFATTACKS; i++) {
1140 op->resist[i] = prot[i] - vuln[i];
1141 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1142 (potion_resist[i] < 0)))
1143 op->resist[i] = potion_resist[i];
1144 }
1145
1146 /* Figure out the players sp/mana/hp totals. */
1147 if(op->type==PLAYER) {
1148 int pl_level;
1149
1150 check_stat_bounds(&(op->stats));
1151 pl_level=op->level;
1152
1153 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1154
1155 /* You basically get half a con bonus/level. But we do take into account rounding,
1156 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1157 */
1158 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1159 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1160 if(i%2 && con_bonus[op->stats.Con]%2) {
1161 if (con_bonus[op->stats.Con]>0)
1162 j++;
1163 else
1164 j--;
1165 }
1166 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1167 }
1168
1169 for(i=11;i<=op->level;i++)
1170 op->stats.maxhp+=2;
1171
1172 if(op->stats.hp>op->stats.maxhp)
1173 op->stats.hp=op->stats.maxhp;
1174
1175 /* Sp gain is controlled by the level of the player's
1176 * relevant experience object (mana_obj, see above)
1177 */
1178 /* following happen when skills system is not used */
1179 if(!mana_obj) mana_obj = op;
1180 if(!grace_obj) grace_obj = op;
1181 /* set maxsp */
1182 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1183
1184 if (mana_obj == op && op->type == PLAYER) {
1185 op->stats.maxsp = 1;
1186 } else {
1187 sp_tmp=0.0;
1188 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1189 float stmp;
1190
1191 /* Got some extra bonus at first level */
1192 if(i<2) {
1193 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1194 (float)sp_bonus[op->stats.Int])/6.0);
1195 } else {
1196 stmp=(float)op->contr->levsp[i]
1197 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1198 (float)sp_bonus[op->stats.Int])/12.0;
1199 }
1200 if (stmp<1.0) stmp=1.0;
1201 sp_tmp+=stmp;
1202 }
1203 op->stats.maxsp=(int)sp_tmp;
1204
1205 for(i=11;i<=mana_obj->level;i++)
1206 op->stats.maxsp+=2;
1207 }
1208 /* Characters can get their sp supercharged via rune of transferrance */
1209 if(op->stats.sp>op->stats.maxsp*2)
1210 op->stats.sp=op->stats.maxsp*2;
1211
1212 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1213 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1214
1215 if (grace_obj == op && op->type == PLAYER) {
1216 op->stats.maxgrace = 1;
1217 } else {
1218 /* store grace in a float - this way, the divisions below don't create
1219 * big jumps when you go from level to level - with int's, it then
1220 * becomes big jumps when the sums of the bonuses jump to the next
1221 * step of 8 - with floats, even fractional ones are useful.
1222 */
1223 sp_tmp=0.0;
1224 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1225 float grace_tmp=0.0;
1226
1227 /* Got some extra bonus at first level */
1228 if(i<2) {
1229 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1230 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1231 } else {
1232 grace_tmp=(float)op->contr->levgrace[i]
1233 +((float)grace_bonus[op->stats.Pow] +
1234 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1235 }
1236 if (grace_tmp<1.0) grace_tmp=1.0;
1237 sp_tmp+=grace_tmp;
1238 }
1239 op->stats.maxgrace=(int)sp_tmp;
1240
1241 /* two grace points per level after 11 */
1242 for(i=11;i<=grace_obj->level;i++)
1243 op->stats.maxgrace+=2;
1244 }
1245 /* No limit on grace vs maxgrace */
1246
1247 if(op->contr->braced) {
1248 ac+=2;
1249 wc+=4;
1250 }
1251 else
1252 ac-=dex_bonus[op->stats.Dex];
1253
1254 /* In new exp/skills system, wc bonuses are related to
1255 * the players level in a relevant exp object (wc_obj)
1256 * not the general player level -b.t.
1257 * I changed this slightly so that wc bonuses are better
1258 * than before. This is to balance out the fact that
1259 * the player no longer gets a personal weapon w/ 1
1260 * improvement every level, now its fighterlevel/5. So
1261 * we give the player a bonus here in wc and dam
1262 * to make up for the change. Note that I left the
1263 * monster bonus the same as before. -b.t.
1264 */
1265
1266 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1267 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1268 for(i=1;i<wc_obj->level;i++) {
1269 /* addtional wc every 6 levels */
1270 if(!(i%6)) wc--;
1271 /* addtional dam every 4 levels. */
1272 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1273 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1274 }
1275 } else
1276 wc-=(op->level+thaco_bonus[op->stats.Str]);
1277
1278 op->stats.dam+=dam_bonus[op->stats.Str];
1279
1280 if(op->stats.dam<1)
1281 op->stats.dam=1;
1282
1283 op->speed=1.0+speed_bonus[op->stats.Dex];
1284 if (settings.search_items && op->contr->search_str[0])
1285 op->speed -= 1;
1286 if (op->attacktype==0)
1287 op->attacktype=op->arch->clone.attacktype;
1288
1289 } /* End if player */
1290
1291 if(added_speed>=0)
1292 op->speed+=added_speed/10.0;
1293 else /* Something wrong here...: */
1294 op->speed /= (float)(1.0-added_speed);
1295
1296 /* Max is determined by armour */
1297 if(op->speed>max)
1298 op->speed=max;
1299
1300 if(op->type == PLAYER) {
1301 /* f is a number the represents the number of kg above (positive num)
1302 * or below (negative number) that the player is carrying. If above
1303 * weight limit, then player suffers a speed reduction based on how
1304 * much above he is, and what is max carry is
1305 */
1306 f=(op->carrying/1000)-max_carry[op->stats.Str];
1307 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1308 }
1309
1310 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1311
1312 /* Put a lower limit on speed. Note with this speed, you move once every
1313 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1314 */
1315 op->speed = op->speed * speed_reduce_from_disease;
1316
1317 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1318
1319 if(op->type == PLAYER) {
1320 float M,W,s,D,K,S,M2;
1321
1322 /* (This formula was made by vidarl@ifi.uio.no)
1323 * Note that we never used these values again - basically
1324 * all of these could be subbed into one big equation, but
1325 * that would just be a real pain to read.
1326 */
1327 M=(max_carry[op->stats.Str]-121)/121.0;
1328 M2=max_carry[op->stats.Str]/100.0;
1329 W=weapon_weight/20000.0;
1330 s=2-weapon_speed/10.0;
1331 D=(op->stats.Dex-14)/14.0;
1332 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1333 K*=(4+op->level)/(float)(6+op->level)*1.2;
1334 if(K<=0) K=0.01;
1335 S=op->speed/(K*s);
1336 op->contr->weapon_sp=S;
1337 }
1338 /* I want to limit the power of small monsters with big weapons: */
1339 if(op->type!=PLAYER&&op->arch!=NULL&&
1340 op->stats.dam>op->arch->clone.stats.dam*3)
1341 op->stats.dam=op->arch->clone.stats.dam*3;
1342
1343 /* Prevent overflows of wc - best you can get is ABS(120) - this
1344 * should be more than enough - remember, AC is also in 8 bits,
1345 * so its value is the same.
1346 */
1347 if (wc>120) wc=120;
1348 else if (wc<-120) wc=-120;
1349 op->stats.wc=wc;
1350
1351 if (ac>120) ac=120;
1352 else if (ac<-120) ac=-120;
1353 op->stats.ac=ac;
1354
1355 /* if for some reason the creature doesn't have any move type,
1356 * give them walking as a default.
1357 * The second case is a special case - to more closely mimic the
1358 * old behaviour - if your flying, your not walking - just
1359 * one or the other.
1360 */
1361 if (op->move_type == 0) op->move_type = MOVE_WALK;
1362 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1363
1364 update_ob_speed(op);
1365
1366 /* It is quite possible that a player's spell costing might have changed,
1367 * so we will check that now.
1368 */
1369 if (op->type == PLAYER) esrv_update_spells(op->contr);
1370} 1437}
1371 1438
1372/* 1439/*
1373 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1374 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1375 * check if the stat becomes negative, thus this function 1442 * check if the stat becomes negative, thus this function
1376 * merely checks that all stats are 1 or more, and returns 1443 * merely checks that all stats are 1 or more, and returns
1377 * false otherwise. 1444 * false otherwise.
1378 */ 1445 */
1379 1446int
1380int allowed_class(const object *op) { 1447allowed_class (const object *op)
1381 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1448{
1382 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1449 return op->stats.Dex > 0
1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1383 op->stats.Cha>0; 1455 && op->stats.Cha > 0;
1384} 1456}
1385 1457
1386/* 1458/*
1387 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1388 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1389 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1390 * 1462 */
1391 * Note that the title is written to 'own_title' in the 1463void
1392 * player struct. This should be changed to 'ext_title'
1393 * as soon as clients support this!
1394 * Please, anyone, write support for 'ext_title'.
1395 */
1396void set_dragon_name(object *pl, const object *abil, const object *skin) { 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1465{
1397 int atnr=-1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1398 int level=0; /* highest level */ 1467 int level = 0; /* highest level */
1399 int i; 1468 int i;
1400 1469
1401 /* Perhaps do something more clever? */ 1470 /* Perhaps do something more clever? */
1402 if (!abil || !skin) return; 1471 if (!abil || !skin)
1403 1472 return;
1473
1404 /* first, look for the highest level */ 1474 /* first, look for the highest level */
1405 for(i=0; i<NROFATTACKS; i++) { 1475 for (i = 0; i < NROFATTACKS; i++)
1406 if (atnr_is_dragon_enabled(i) && 1476 {
1407 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1477 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1478 {
1408 level = abil->resist[i]; 1479 level = abil->resist[i];
1409 atnr = i; 1480 atnr = i;
1410 } 1481 }
1411 } 1482 }
1412 1483
1413 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1414 or else at random */ 1485 or else at random */
1415 if (atnr_is_dragon_enabled(abil->stats.exp) && 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1416 abil->resist[abil->stats.exp] >= level)
1417 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1418 1488
1419 level = (int)(level/5.);
1420
1421 /* now set the new title */ 1489 /* now set the new title */
1422 if (pl->contr != NULL) {
1423 if(level == 0)
1424 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1425 else if (level == 1)
1426 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1427 else if (level == 2)
1428 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1429 else if (level == 3)
1430 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1431 else { 1494 else
1495 {
1432 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1433 if (skin->resist[atnr] > 80)
1434 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1435 else if (skin->resist[atnr] > 50) 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1436 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1437 else
1438 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1439 }
1440 } 1500 }
1441 1501
1442 strcpy(pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1443} 1503}
1444 1504
1445/* 1505/*
1446 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1447 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1448 * or change the ability-focus. 1508 * or change the ability-focus.
1449 */ 1509 */
1510static void
1450void dragon_level_gain(object *who) { 1511dragon_level_gain (object *who)
1512{
1451 object *abil = NULL; /* pointer to dragon ability force*/ 1513 object *abil = NULL; /* pointer to dragon ability force */
1452 object *skin = NULL; /* pointer to dragon skin force*/ 1514 object *skin = NULL; /* pointer to dragon skin force */
1453 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1454 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1455 1517
1456 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1457 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1458 if (tmp->type == FORCE) { 1520 if (tmp->type == FORCE)
1459 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1460 abil = tmp; 1522 abil = tmp;
1461 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1462 skin = tmp; 1524 skin = tmp;
1463 } 1525
1464 }
1465 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1466 if (abil == NULL) return; 1527 if (abil == NULL)
1467 1528 return;
1529
1468 /* The ability_force keeps track of maximum level ever achieved. 1530 /* The ability_force keeps track of maximum level ever achieved.
1469 * New abilties can only be gained by surpassing this max level 1531 * New abilties can only be gained by surpassing this max level
1470 */ 1532 */
1471 if (who->level > abil->level) { 1533 if (who->level > abil->level)
1534 {
1472 /* increase our focused ability */ 1535 /* increase our focused ability */
1473 abil->resist[abil->stats.exp]++; 1536 abil->resist[abil->stats.exp]++;
1474
1475 1537
1538
1476 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1539 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1540 {
1477 /* time to hand out a new ability-gift */ 1541 /* time to hand out a new ability-gift */
1478 dragon_ability_gain(who, (int)abil->stats.exp, 1542 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1479 (int)((1+abil->resist[abil->stats.exp])/5.)); 1543 }
1480 } 1544
1481
1482 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1545 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1546 {
1483 /* apply new ability focus */ 1547 /* apply new ability focus */
1484 sprintf(buf, "Your metabolism now focuses on %s!", 1548 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1485 change_resist_msg[abil->last_eat]);
1486 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1549 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1487 1550
1488 abil->stats.exp = abil->last_eat; 1551 abil->stats.exp = abil->last_eat;
1489 abil->last_eat = 0; 1552 abil->last_eat = 0;
1490 } 1553 }
1554
1555 abil->level = who->level;
1491 1556 }
1492 abil->level = who->level; 1557
1493 }
1494
1495 /* last but not least, set the new title for the dragon */ 1558 /* last but not least, set the new title for the dragon */
1496 set_dragon_name(who, abil, skin); 1559 set_dragon_name (who, abil, skin);
1497} 1560}
1498 1561
1499/* Handy function - given the skill name skill_name, we find the skill 1562/* Handy function - given the skill name skill_name, we find the skill
1500 * archetype/object, set appropriate values, and insert it into 1563 * archetype/object, set appropriate values, and insert it into
1501 * the object (op) that is passed. 1564 * the object (op) that is passed.
1502 * We return the skill - this makes it easier for calling functions that 1565 * We return the skill - this makes it easier for calling functions that
1503 * want to do something with it immediately. 1566 * want to do something with it immediately.
1504 */ 1567 */
1568object *
1505object *give_skill_by_name(object *op, const char *skill_name) 1569give_skill_by_name (object *op, const char *skill_name)
1506{ 1570{
1507 object *skill_obj; 1571 object *skill_obj;
1508 1572
1509 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1510 if (!skill_obj) { 1574 if (!skill_obj)
1511 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1512 return NULL;
1513 } 1575 {
1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1577 return NULL;
1578 }
1579
1514 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1515 * still doesn't know it. 1581 * still doesn't know it.
1516 */ 1582 */
1517 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1518 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1519 skill_obj->level = 1; 1585 skill_obj->level = 1;
1520 insert_ob_in_ob(skill_obj, op); 1586 op->insert (skill_obj);
1521 if (op->contr) { 1587
1522 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1588 if (player *pl = op->contr)
1523 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1589 pl->link_skills ();
1524 } 1590
1525 return skill_obj; 1591 return skill_obj;
1526} 1592}
1527
1528 1593
1529/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1530 * whether the player gets more hp, sp and new levels. 1595 * whether the player gets more hp, sp and new levels.
1531 * Note this this function should only be called for players. Monstes 1596 * Note this this function should only be called for players. Monstes
1532 * don't really gain levels 1597 * don't really gain levels
1533 * who is the player, op is what we are checking to gain the level 1598 * who is the player, op is what we are checking to gain the level
1534 * (eg, skill) 1599 * (eg, skill)
1535 */ 1600 */
1601void
1536void player_lvl_adj(object *who, object *op) { 1602player_lvl_adj (object *who, object *op)
1603{
1537 char buf[MAX_BUF]; 1604 char buf[MAX_BUF];
1538 1605 bool changed = false;
1606
1539 if(!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1540 op = who; 1608 op = who;
1541 1609
1542 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 {
1612 changed = true;
1613
1543 op->level++; 1614 op->level++;
1544 1615
1545 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1546 dragon_level_gain(who); 1617 dragon_level_gain (who);
1547 1618
1548 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1549 if(op==who && (who->level < 11) && who->type==PLAYER) { 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1621 {
1550 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1551 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1552 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1553 } 1625 }
1554 1626
1555 fix_player(who); 1627 if (op->level > 1)
1556 if(op->level>1) { 1628 {
1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1640 if (who)
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 }
1643 }
1644
1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1646 {
1647 changed = true;
1648
1649 op->level--;
1650
1557 if (op->type!=PLAYER) 1651 if (op->type != PLAYER)
1558 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1652 {
1559 else
1560 sprintf(buf,"You are now level %d.",op->level);
1561 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1562 }
1563 player_lvl_adj(who,op); /* To increase more levels */
1564 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
1565 op->level--;
1566 fix_player(who);
1567 if(op->type!=PLAYER) {
1568 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1569 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1570 } 1655 }
1571 player_lvl_adj(who,op); /* To decrease more levels */
1572 } 1656 }
1573 /* check if the spell data has changed */ 1657
1574 esrv_update_spells(who->contr); 1658 if (changed)
1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1575} 1660}
1576 1661
1577/* 1662/*
1578 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1579 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1580 */ 1665 */
1581 1666
1667sint64
1582sint64 level_exp(int level,double expmul) { 1668level_exp (int level, double expmul)
1669{
1583 if (level > settings.max_level) 1670 if (level > settings.max_level)
1584 return (sint64) (expmul * levels[settings.max_level]); 1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1585 return (sint64) (expmul * levels[level]); 1673 return (sint64) (expmul * levels[level]);
1586} 1674}
1587 1675
1588/* 1676/*
1589 * Ensure that the permanent experience requirements in an exp object are met. 1677 * Ensure that the permanent experience requirements in an exp object are met.
1590 * This really just checks 'op to make sure the perm_exp value is within 1678 * This really just checks 'op to make sure the perm_exp value is within
1591 * proper range. Note that the checking of what is passed through 1679 * proper range. Note that the checking of what is passed through
1592 * has been reduced. Since there is now a proper field for perm_exp, 1680 * has been reduced. Since there is now a proper field for perm_exp,
1593 * this can now work on a much larger set of objects. 1681 * this can now work on a much larger set of objects.
1594 */ 1682 */
1683void
1595void calc_perm_exp(object *op) 1684calc_perm_exp (object *op)
1596{ 1685{
1597 int p_exp_min; 1686 int p_exp_min;
1598 1687
1599 /* Ensure that our permanent experience minimum is met. 1688 /* Ensure that our permanent experience minimum is met.
1600 * permenent_exp_ratio is an integer percentage, we divide by 100 1689 * permenent_exp_ratio is an integer percentage, we divide by 100
1601 * to get the fraction */ 1690 * to get the fraction */
1602 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1691 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1603 1692
1604 if (op->perm_exp < p_exp_min) 1693 if (op->perm_exp < p_exp_min)
1605 op->perm_exp = p_exp_min; 1694 op->perm_exp = p_exp_min;
1606 1695
1607 /* Cap permanent experience. */ 1696 /* Cap permanent experience. */
1608 if (op->perm_exp < 0) 1697 if (op->perm_exp < 0)
1609 op->perm_exp = 0; 1698 op->perm_exp = 0;
1610 else if (op->perm_exp > MAX_EXPERIENCE) 1699 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1611 op->perm_exp = MAX_EXPERIENCE; 1700 op->perm_exp = MAX_EXPERIENCE;
1612} 1701}
1613
1614 1702
1615/* Add experience to a player - exp should only be positive. 1703/* Add experience to a player - exp should only be positive.
1616 * Updates permanent exp for the skill we are adding to. 1704 * Updates permanent exp for the skill we are adding to.
1617 * skill_name is the skill to add exp to. Skill name can be 1705 * skill_name is the skill to add exp to. Skill name can be
1618 * NULL, in which case exp increases the players general 1706 * NULL, in which case exp increases the players general
1619 * total, but not any particular skill. 1707 * total, but not any particular skill.
1620 * flag is what to do if the player doesn't have the skill: 1708 * flag is what to do if the player doesn't have the skill:
1621 */ 1709 */
1622 1710static void
1623static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1624{ 1712{
1625 object *skill_obj=NULL; 1713 object *skill_obj;
1626 sint64 limit, exp_to_add; 1714 sint64 limit, exp_to_add;
1627 int i; 1715 int i;
1628 1716
1629 /* prevents some forms of abuse. */ 1717 /* prevents some forms of abuse. */
1630 if(op->contr->braced) exp=exp/5; 1718 if (op->contr->braced)
1719 exp /= 5;
1631 1720
1632 /* Try to find the matching skill. 1721 /* Try to find the matching skill.
1633 * We do a shortcut/time saving mechanism first - see if it matches 1722 * We do a shortcut/time saving mechanism first - see if it matches
1634 * chosen_skill. This means we don't need to search through 1723 * chosen_skill. This means we don't need to search through
1635 * the players inventory. 1724 * the players inventory.
1636 */ 1725 */
1726 skill_obj = 0;
1727
1637 if (skill_name) { 1728 if (skill_name)
1638 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1729 {
1639 !strcmp(skill_name, op->chosen_skill->skill)) 1730 skill_obj = op->contr->find_skill (skill_name);
1640 skill_obj = op->chosen_skill;
1641 else {
1642 for (i=0; i<NUM_SKILLS; i++)
1643 if (op->contr->last_skill_ob[i] &&
1644 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1645 skill_obj = op->contr->last_skill_ob[i];
1646 break;
1647 }
1648 1731
1649 /* Player doesn't have the skill. Check to see what to do, and give 1732 /* Player doesn't have the skill. Check to see what to do, and give
1650 * it to the player if necessary 1733 * it to the player if necessary
1651 */ 1734 */
1652 if (!skill_obj) { 1735 if (!skill_obj)
1653 if (flag == SK_EXP_NONE) return; 1736 {
1737 if (flag == SK_EXP_NONE)
1738 return;
1739
1654 else if (flag == SK_EXP_ADD_SKILL) 1740 if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name(op, skill_name); 1741 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1656 } 1743 }
1657 } 1744
1745 if (flag != SK_EXP_SKILL_ONLY)
1658 } 1746 {
1659
1660 /* Basically, you can never gain more experience in one shot 1747 /* Basically, you can never gain more experience in one shot
1661 * than half what you need to gain for next level. 1748 * than half what you need to gain for next level.
1662 */ 1749 */
1663 exp_to_add = exp; 1750 exp_to_add = exp;
1664 limit=(levels[op->level+1]-levels[op->level])/2; 1751 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1665 if (exp_to_add > limit) exp_to_add=limit; 1752 if (exp_to_add > limit)
1753 exp_to_add = limit;
1666 1754
1667 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1755 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1668 if (settings.permanent_exp_ratio) { 1756 if (settings.permanent_exp_ratio)
1757 {
1669 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1758 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1670 calc_perm_exp(op); 1759 calc_perm_exp (op);
1671 } 1760 }
1672 1761
1673 player_lvl_adj(op,NULL); 1762 player_lvl_adj (op, NULL);
1763 }
1764
1674 if (skill_obj) { 1765 if (skill_obj)
1766 {
1675 exp_to_add = exp; 1767 exp_to_add = exp;
1676 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1768 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1677 if (exp_to_add > limit) exp_to_add=limit; 1769 if (exp_to_add > limit)
1770 exp_to_add = limit;
1771
1678 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1772 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1679 if (settings.permanent_exp_ratio) { 1773 if (settings.permanent_exp_ratio)
1774 {
1680 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1775 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp(skill_obj); 1776 calc_perm_exp (skill_obj);
1682 } 1777 }
1778
1683 player_lvl_adj(op,skill_obj); 1779 player_lvl_adj (op, skill_obj);
1684 } 1780 }
1685} 1781}
1686 1782
1687/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1694 */ 1790 */
1791static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1696{ 1793{
1697 sint64 del_exp; 1794 sint64 del_exp;
1698 1795
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1796 if (exp > op->stats.exp)
1797 exp = op->stats.exp;
1798
1700 if (settings.permanent_exp_ratio) { 1799 if (settings.permanent_exp_ratio)
1800 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1802
1703 if (exp > del_exp) exp=del_exp; 1803 if (del_exp < 0)
1804 del_exp = 0;
1805
1806 if (exp > del_exp)
1807 exp = del_exp;
1704 } 1808 }
1809
1705 return exp; 1810 return exp;
1706} 1811}
1707 1812
1813sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1709{ 1815{
1816 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1817 return check_exp_loss (op, exp);
1818 else
1711 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1820}
1713
1714 1821
1715/* Subtracts experience from player. 1822/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1825 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1829 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1830 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1831 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1832 * a postive number.
1726 */ 1833 */
1834static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1835subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1728{ 1836{
1729 float fraction = (float) exp/(float) op->stats.exp; 1837 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1838 object *tmp;
1731 sint64 del_exp; 1839 sint64 del_exp;
1732 1840
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1842 if (tmp->type == SKILL && tmp->stats.exp)
1843 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1845 {
1736 del_exp = check_exp_loss(tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1848 player_lvl_adj (op, tmp);
1849 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1850 else if (flag != SK_SUBTRACT_SKILL_EXP)
1851 {
1740 /* only want to process other skills if we are not trying 1852 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1853 * to match a specific skill.
1742 */ 1854 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1744 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1857 player_lvl_adj (op, tmp);
1858 }
1746 } 1859 }
1747 } 1860
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1862 {
1749 del_exp = check_exp_loss(op, exp); 1863 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1865 player_lvl_adj (op, NULL);
1752 } 1866 }
1753} 1867}
1754
1755
1756 1868
1757/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1871 *
1760 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1876 * these last two values are only used for players.
1765 */ 1877 */
1766 1878void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1768 1880{
1769#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1883#endif
1775#endif
1776 1884
1777 /* safety */ 1885 /* safety */
1778 if(!op) { 1886 if (!op)
1887 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1888 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1889 return;
1781 } 1890 }
1782 1891
1783 /* if no change in exp, just return - most of the below code 1892 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1893 * won't do anything if the value is 0 anyways.
1785 */ 1894 */
1786 if (exp == 0) return; 1895 if (exp == 0)
1896 return;
1787 1897
1788 /* Monsters are easy - we just adjust their exp - we 1898 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1899 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1900 * the exp they have - the monsters exp represents what its
1791 * worth. 1901 * worth.
1792 */ 1902 */
1793 if(op->type != PLAYER) { 1903 if (op->type != PLAYER)
1904 {
1794 /* Sanity check */ 1905 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1906 if (!QUERY_FLAG (op, FLAG_ALIVE))
1907 return;
1796 1908
1797 /* reset exp to max allowed value. We subtract from 1909 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1910 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1911 * more than max exp, just return.
1800 */ 1912 */
1801 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1913 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1914 {
1802 exp = MAX_EXPERIENCE - op->stats.exp; 1915 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return; 1916 if (exp < 0)
1804 } 1917 return;
1918 }
1805 1919
1806 op->stats.exp += exp; 1920 op->stats.exp += exp;
1807 } 1921 }
1808 else { /* Players only */ 1922 else
1809 if(exp>0) 1923 { /* Players only */
1924 if (exp > 0)
1810 add_player_exp(op, exp, skill_name, flag); 1925 add_player_exp (op, exp, skill_name, flag);
1811 else 1926 else
1812 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
1814 * along. 1929 * along.
1815 */ 1930 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1932 }
1819} 1933}
1820 1934
1821/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1938 */
1825 1939void
1826void apply_death_exp_penalty(object *op) { 1940apply_death_exp_penalty (object *op)
1827 object *tmp; 1941{
1828 sint64 loss; 1942 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1945
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1947 if (tmp->type == SKILL && tmp->stats.exp)
1834 1948 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1951
1838 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1955 * tables is a lot harder.
1842 */ 1956 */
1843 if (level_loss < 0) level_loss = 0; 1957 if (level_loss < 0)
1958 level_loss = 0;
1844 1959
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1961
1847 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1963 player_lvl_adj (op, tmp);
1849 } 1964 }
1850 1965
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1968
1969 if (level_loss < 0)
1970 level_loss = 0;
1971
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1973
1856 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1975 player_lvl_adj (op, NULL);
1858} 1976}
1859 1977
1860/* This function takes an object (monster/player, op), and 1978/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1979 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1980 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1981 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1982 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1983 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1984 */
1985int
1867int did_make_save(const object *op, int level, int bonus) 1986did_make_save (const object *op, int level, int bonus)
1868{ 1987{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1988 if (level > MAX_SAVE_LEVEL)
1989 level = MAX_SAVE_LEVEL;
1870 1990
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1991 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1992 return 0;
1993
1994 return 1;
1874} 1995}
1875

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