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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.114 by root, Sun Mar 28 18:44:21 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 1.3 2006/08/29 08:01:35 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
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;
302
386 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 304 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
403 } 324 }
404 if (nstat != ostat) { 325 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 326 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 328 potion_max = 1;
411 } 329 }
412 } 330 }
331
413 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 334 * recalculates this anyway.
416 */ 335 */
417 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
419 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 340 } /* end of potion handling code */
421 } 341 }
422 342
423 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 344 * everything to set
425 */ 345 */
426 if(flag == -1) { 346 if (flag == -1)
347 {
427 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 353 * and not the other move_ fields.
433 */ 354 */
434 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
435 } 356 }
436 357
437 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
440 */ 361 */
441 fix_player(op); 362 op->update_stats ();
442 363
443 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 365 * print out message if this is a bow.
445 */ 366 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
447 success=1; 369 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 374 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 375 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 380 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 381 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 386 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 387 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 389 }
390
466 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 395 * from fly high)
471 */ 396 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
473 success=1; 399 success = 1;
474 400
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
477 */ 403 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 407 }
481 408
482 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
483 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 412 * in that case, you don't actually land
485 */ 413 */
486 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 416 }
417
490 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
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!");
433 }
507 } else { 434 else
508 if(op->race) free_string(op->race); 435 {
509 if(op->arch->clone.race) 436 op->race = op->arch->race;
510 op->race=add_string(op->arch->clone.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 }
439 }
440
441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (tmp->flag [FLAG_BLIND])
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
514 } 469 }
515 } 470 }
516 471 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 472 {
518 success=1; 473 if (op->flag [FLAG_WIZ])
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 475 else
476 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 479 if (op->type == PLAYER)
537 op->contr->do_los=1; 480 op->contr->do_los = 1;
538 } 481 }
539 } else { 482 }
540 if(QUERY_FLAG(op,FLAG_WIZ)) 483 }
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 484
485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 500 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 501 {
544 CLEAR_FLAG(op,FLAG_BLIND); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 503 if (op->type == PLAYER)
546 op->contr->do_los=1; 504 op->contr->do_los = 1;
547 } 505 }
548 } 506 }
549 } 507 else
550 508 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 509 if (op->flag [FLAG_WIZ])
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 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."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 511 else
512 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 514 if (op->type == PLAYER)
566 op->contr->do_los=1; 515 op->contr->do_los = 1;
567 } 516 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 } 517 }
576 }
577 } 518 }
578 519
579 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
521 {
580 success=1; 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)
527 {
585 success=1; 528 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!");
588 } 530 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
591 success=1; 534 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
593 "You suddenly feel very mundane.");
594 } 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)
540 {
598 success=1; 541 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy.");
601 } 543 }
602 544
603 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
546 {
604 success=1; 547 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
606 "You feel your digestion speeding up.");
607 } 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]);
618 else 563 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
620 change_resist_msg[i], op->resist[i]); 565
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
623 } 573 {
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; 574 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 } 576 }
632 } 577
633 }
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)
770 {
771 contr->delayed_update = false;
772
780 for(i=0;i<NUM_STATS;i++) { 773 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
782 } 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;
780
787 op->contr->digestion = 0; 781 contr->digestion = 0;
788 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
790 op->contr->gen_grace = 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
835 */ 819 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
837 821
838 for (i=0;i<NROFATTACKS;i++) { 822 for (int i = 0; i < NROFATTACKS; i++)
823 {
839 if (op->resist[i] > 0) 824 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 825 prot[i] = resist[i], vuln[i] = 0;
841 else 826 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 827 vuln[i] = -resist[i], prot[i] = 0;
828
843 potion_resist[i]=0; 829 potion_resist[i] = -1000;
844 } 830 }
845
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 831
832 wc = arch->stats.wc;
833 stats.dam = arch->stats.dam;
834
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 840 * that their protection from physical goes down
855 */ 841 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 843 {
844 ac = max (-10, arch->stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 846 }
860 else 847 else
861 ac=op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
862 849
863 op->stats.luck=op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
864 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
865 852
866 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
868 */ 855 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 856 for (tmp = inv; tmp; tmp = tmp->below)
871 /* See note in map.c:update_position about making this additive 857 {
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 858 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 860 * then calls this function.
879 */ 861 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 863 continue;
882 }
883 864
865 glow_radius += tmp->glow_radius;
866
884 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 868 if (tmp->type == SKILL)
869 {
886 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 871 if (IS_MANA_SKILL (tmp->subtype))
872 {
888 if (!mana_obj) mana_obj=tmp; 873 if (!mana_obj)
874 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
890 } 877 }
878
891 if (IS_GRACE_SKILL(tmp->subtype)) { 879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
892 if (!grace_obj) grace_obj=tmp; 881 if (!grace_obj)
882 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
894 } 885 }
895 } 886 }
896 887
897 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
898 * objects need to make adjustments. 889 * objects need to make adjustments.
899 * This block should handle all player specific changes 890 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 891 * 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. 892 * 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, 893 * 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 894 * because the skill shouldn't count against body positions being used
904 * up, etc. 895 * up, etc.
905 */ 896 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 {
908 if(op->type==PLAYER) { 902 if (type == PLAYER)
909 if (tmp->type == BOW) 903 {
910 op->contr->ranges[range_bow] = tmp; 904 contr->item_power += tmp->item_power;
911 905
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
913 op->contr->ranges[range_misc] = tmp; 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;
914 912
915 for(i=0;i<NUM_STATS;i++) 913 for (int i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 914 stat_sum [i] += tmp->stats.stat (i);
917 915
918 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
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 */ 917 {
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; 918 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
932 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 } 924 }
937 } /* if this is a player */ 925 } /* if this is a player */
938 926 else
939 /* Update slots used for items */ 927 {
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 928 if (tmp->type == WEAPON)
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 929 current_weapon = tmp;
942 op->body_used[i] += tmp->body_info[i];
943 } 930 }
944 931
932 /* Update slots used for items */
933 if (tmp->flag [FLAG_APPLIED])
934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
935 slot[i].used += tmp->slot[i].info;
936
945 if(tmp->type==SYMPTOM) { 937 if (tmp->type == SYMPTOM)
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1; 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_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 max_it (potion_resist[i], tmp->resist[i]);
948 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++)
950 if (tmp->resist[i] > 0)
951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 else if (tmp->resist[i] < 0)
953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
954
955 /* There may be other things that should not adjust the attacktype */
956 if (tmp->type != SYMPTOM)
957 {
958 attacktype |= tmp->attacktype;
959 path_attuned |= tmp->path_attuned;
960 path_repelled |= tmp->path_repelled;
961 path_denied |= tmp->path_denied;
962 move_type |= tmp->move_type;
963 stats.luck += tmp->stats.luck;
948 } 964 }
949 965
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 966 flag |= tmp->flag & copy_flags;
951 * (Negative protections are calculated extactly like positive.) 967
952 * Resistance from potions are treated special as well. If there's 968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
953 * more than one potion-effect, the bigger prot.-value is taken. 969 SET_FLAG (this, FLAG_UNDEAD);
970
971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
954 */ 972 {
955 if (tmp->type != POTION) { 973 SET_FLAG (this, FLAG_MAKE_INVIS);
956 for (i=0; i<NROFATTACKS; i++) { 974 invisible = 1;
957 /* Potential for cursed potions, in which case we just can use 975 }
958 * a straight MAX, as potion_resist is initialized to zero. 976
977 if (tmp->stats.exp && tmp->type != SKILL)
978 {
979 if (tmp->stats.exp > 0)
980 {
981 added_speed += tmp->stats.exp / 3.f;
982 bonus_speed += tmp->stats.exp / 3.f + 1.f;
983 }
984 else
985 added_speed += tmp->stats.exp;
986 }
987
988 switch (tmp->type)
989 {
990 /* skills modifying the character -b.t. */
991 /* for all skills and skill granting objects */
992 case SKILL:
993 {
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
995 break;
996
997 if (chosen_skill)
959 */ 998 {
960 if (tmp->type==POTION_EFFECT) { 999 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
961 if (potion_resist[i]) 1000 &name, &chosen_skill->name, &tmp->name);
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 1001
1002 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats ();
963 else 1004 return;
964 potion_resist[i] = tmp->resist[i];
965 } 1005 }
1006 else
1007 chosen_skill = tmp;
1008
966 else if (tmp->resist[i] > 0) 1009 if (tmp->stats.dam > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 1010 { /* skill is a 'weapon' */
1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1012 weapon_speed = WEAPON_SPEED (tmp);
1013
1014 if (weapon_speed < 0)
1015 weapon_speed = 0;
1016
1017 weapon_weight = tmp->weight;
1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019
968 else if (tmp->resist[i] < 0) 1020 if (tmp->magic)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 1021 stats.dam += tmp->magic;
1022 }
1023
1024 if (tmp->stats.wc)
1025 wc -= tmp->stats.wc + tmp->magic;
1026
1027 if (tmp->slaying)
1028 slaying = tmp->slaying;
1029
1030 if (tmp->stats.ac)
1031 ac -= tmp->stats.ac + tmp->magic;
1032
1033 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1034 contr->encumbrance += 3 * tmp->weight / 1000;
970 } 1035 }
971 }
972 1036
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 1037 break;
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006 1038
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL: 1039 case SHIELD:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1040 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1012 1041 contr->encumbrance += tmp->weight / 2000;
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp; 1042 //FALLTHROUGH
1014 1043 case RING:
1015 if (op->chosen_skill) { 1044 case AMULET:
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1045 case GIRDLE:
1017 } 1046 case HELMET:
1018 op->chosen_skill = tmp; 1047 case BOOTS:
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1048 case GLOVES:
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1049 case CLOAK:
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) 1050 if (tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic); 1051 wc -= tmp->stats.wc + tmp->magic;
1029 1052
1030 if(tmp->slaying!=NULL) { 1053 if (tmp->stats.dam)
1031 if (op->slaying != NULL) 1054 stats.dam += tmp->stats.dam + tmp->magic;
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035 1055
1036 if(tmp->stats.ac) 1056 if (tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic); 1057 ac -= tmp->stats.ac + tmp->magic;
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1058
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break; 1059 break;
1043 1060
1061 case WAND:
1062 case ROD:
1063 case HORN:
1044 case SKILL_TOOL: 1064 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) 1065 if (type != PLAYER)
1050 op->contr->ranges[range_skill] = op; 1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1051 break; 1067 break;
1052 1068
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: 1069 case BOW:
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: 1070 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1072 wc-=(tmp->stats.wc+tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1076
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1078 ac -= tmp->stats.ac + tmp->magic;
1079
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1080 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1081 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083
1078 if(weapon_speed<0) weapon_speed=0; 1084 if (weapon_speed < 0)
1079 if(tmp->slaying!=NULL) { 1085 weapon_speed = 0;
1080 if (op->slaying != NULL) 1086
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying); 1087 slaying = tmp->slaying;
1083 } 1088
1084 /* If there is desire that two handed weapons should do 1089 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1090 * extra strength damage, this is where the code should
1086 * go. 1091 * go.
1087 */ 1092 */
1088 op->current_weapon = tmp; 1093
1094 if (type == PLAYER)
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1095 if (settings.spell_encumbrance)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1096 contr->encumbrance += tmp->weight * 3 / 1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 } 1097 }
1106 if(tmp->stats.ac) { 1098
1107 if(best_ac<tmp->stats.ac+tmp->magic) {
1108 ac+=best_ac; /* Remove last bonus */
1109 best_ac=tmp->stats.ac+tmp->magic;
1110 }
1111 else /* To nullify the below effect */
1112 ac+=tmp->stats.ac+tmp->magic;
1113 }
1114 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1115 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1116 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1117 max=ARMOUR_SPEED(tmp)/10.0;
1118 break; 1099 break;
1100
1101 case ARMOUR: /* Only the best of these three are used: */
1102 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1103 contr->encumbrance += tmp->weight / 1000;
1104
1105 case BRACERS:
1106 case FORCE:
1107 if (tmp->stats.wc)
1108 {
1109 if (best_wc < tmp->stats.wc + tmp->magic)
1110 {
1111 wc += best_wc;
1112 best_wc = tmp->stats.wc + tmp->magic;
1113 }
1114 else
1115 wc += tmp->stats.wc + tmp->magic;
1116 }
1117
1118 if (tmp->stats.ac)
1119 {
1120 if (best_ac < tmp->stats.ac + tmp->magic)
1121 {
1122 ac += best_ac; /* Remove last bonus */
1123 best_ac = tmp->stats.ac + tmp->magic;
1124 }
1125 else /* To nullify the below effect */
1126 ac += tmp->stats.ac + tmp->magic;
1127 }
1128
1129 if (tmp->stats.wc)
1130 wc -= tmp->stats.wc + tmp->magic;
1131
1132 if (tmp->stats.ac)
1133 ac -= tmp->stats.ac + tmp->magic;
1134
1135 if (ARMOUR_SPEED (tmp))
1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1137
1138 break;
1119 } /* switch tmp->type */ 1139 } /* switch tmp->type */
1120 } /* item is equipped */ 1140 } /* item is equipped */
1121 } /* for loop of items */ 1141 } /* for loop of items */
1122 1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 min_it (glow_radius, MAX_LIGHT_RADIUS);
1147
1123 /* We've gone through all the objects the player has equipped. For many things, we 1148 /* We've gone through all the objects the player has equipped. For many things, we
1124 * have generated intermediate values which we now need to assign. 1149 * have generated intermediate values which we now need to assign.
1150 */
1151
1152 /* 'total resistance = total protections - total vulnerabilities'.
1153 * If there is an uncursed potion in effect, granting more protection
1154 * than that, we take: 'total resistance = resistance from potion'.
1155 * If there is a cursed (and no uncursed) potion in effect, we take
1156 * 'total resistance = vulnerability from cursed potion'.
1157 */
1158 for (int i = 0; i < NROFATTACKS; i++)
1159 {
1160 resist[i] = prot[i] - vuln[i];
1161
1162 if (potion_resist[i] != -1000
1163 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1164 resist[i] = potion_resist[i];
1165 }
1166
1167 if (type == PLAYER)
1168 {
1169 // clamp various player stats
1170 for (int i = 0; i < NUM_STATS; ++i)
1171 stats.stat (i) = stat_sum [i];
1172
1173 check_stat_bounds (&stats);
1174
1175 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1176
1177 /* Figure out the players sp/mana/hp totals. */
1178 int pl_level;
1179
1180 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1181
1182 /* You basically get half a con bonus/level. But we do take into account rounding,
1183 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1125 */ 1184 */
1185 stats.maxhp = 0;
1186 for (int i = 1; i <= min (10, pl_level); i++)
1187 {
1188 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1189
1190 if (i % 2 && con_bonus[stats.Con] % 2)
1191 if (con_bonus[stats.Con] > 0)
1192 j++;
1193 else
1194 j--;
1195
1196 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1197 }
1198
1199 stats.maxhp += 2 * max (0, level - 10);
1200
1201 if (stats.hp > stats.maxhp)
1202 stats.hp = stats.maxhp;
1203
1204 /* Sp gain is controlled by the level of the player's
1205 * relevant experience object (mana_obj, see above)
1206 */
1207 /* following happen when skills system is not used */
1208 if (!mana_obj)
1209 mana_obj = this;
1210
1211 if (!grace_obj)
1212 grace_obj = this;
1213
1214 /* set maxsp */
1215 if (!mana_obj || !mana_obj->level || type != PLAYER)
1216 mana_obj = this;
1217
1218 if (mana_obj == this && type == PLAYER)
1219 stats.maxsp = 1;
1220 else
1221 {
1222 float sp_tmp = 0.f;
1223
1224 for (int i = 1; i <= min (10, mana_obj->level); i++)
1225 {
1226 float stmp;
1227
1228 /* Got some extra bonus at first level */
1229 if (i < 2)
1230 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1231 else
1232 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1233
1234 sp_tmp += max (1.f, stmp);
1235 }
1236
1237 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1238 }
1239
1240 /* Characters can get their sp supercharged via rune of transferrance */
1241 stats.sp = min (stats.sp, stats.maxsp * 2);
1242
1243 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1244 if (!grace_obj || !grace_obj->level || type != PLAYER)
1245 grace_obj = this;
1246
1247 if (grace_obj == this && type == PLAYER)
1248 stats.maxgrace = 1;
1249 else
1250 {
1251 /* store grace in a float - this way, the divisions below don't create
1252 * big jumps when you go from level to level - with int's, it then
1253 * becomes big jumps when the sums of the bonuses jump to the next
1254 * step of 8 - with floats, even fractional ones are useful.
1255 */
1256 float sp_tmp = 0.f;
1257
1258 for (int i = 1; i <= min (10, grace_obj->level); i++)
1259 {
1260 float grace_tmp = 0.f;
1261
1262 /* Got some extra bonus at first level */
1263 if (i < 2)
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1265 else
1266 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1267
1268 sp_tmp += max (1.f, grace_tmp);
1269 }
1270
1271 /* two grace points per level after 10 */
1272 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1273 }
1274
1275 /* No limit on grace vs maxgrace */
1276
1277 if (contr->braced)
1278 {
1279 ac += 2;
1280 wc += 4;
1281 }
1282 else
1283 ac -= dex_bonus[stats.Dex];
1284
1285 /* In new exp/skills system, wc bonuses are related to
1286 * the players level in a relevant exp object (wc_obj)
1287 * not the general player level -b.t.
1288 * I changed this slightly so that wc bonuses are better
1289 * than before. This is to balance out the fact that
1290 * the player no longer gets a personal weapon w/ 1
1291 * improvement every level, now its fighterlevel/5. So
1292 * we give the player a bonus here in wc and dam
1293 * to make up for the change. Note that I left the
1294 * monster bonus the same as before. -b.t.
1295 */
1296 object *wc_obj = chosen_skill;
1297
1298 if (contr && wc_obj && wc_obj->level > 1)
1299 {
1300 wc -= wc_obj->level + thaco_bonus[stats.Str];
1301
1302 for (int i = 1; i < wc_obj->level; i++)
1303 {
1304 /* additional wc every 6 levels */
1305 if (!(i % 6))
1306 wc--;
1307
1308 /* additional dam every 4 levels. */
1309 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1310 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1311 }
1312 }
1313 else
1314 wc -= level + thaco_bonus[stats.Str];
1315
1316 stats.dam += dam_bonus[stats.Str];
1317
1318 if (stats.dam < 1)
1319 stats.dam = 1;
1320
1321 speed = 1.f + speed_bonus[stats.Dex];
1322
1323 if (settings.search_items && contr->search_str[0])
1324 speed -= 1;
1325 } /* End if player */
1326
1327 if (added_speed >= 0)
1328 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */
1330 speed /= 1.f - added_speed;
1331
1332 /* Max is determined by armour */
1333 speed = min (speed, max_speed);
1334
1335 if (type == PLAYER)
1336 {
1337 /* f is a number the represents the number of kg above (positive num)
1338 * or below (negative number) that the player is carrying. If above
1339 * weight limit, then player suffers a speed reduction based on how
1340 * much above he is, and what is max carry is
1341 */
1342 float f = (carrying / 1000) - max_carry[stats.Str];
1343 if (f > 0.f)
1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1345 }
1346
1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1348 speed *= speed_reduce_from_disease;
1349
1350 /* Put a lower limit on speed. Note with this speed, you move once every
1351 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1352 */
1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1354
1355 if (speed != old_speed)
1356 set_speed (speed);
1357
1358 if (type == PLAYER)
1359 {
1360 /* (This formula was made by vidarl@ifi.uio.no)
1361 * Note that we never used these values again - basically
1362 * all of these could be subbed into one big equation, but
1363 * that would just be a real pain to read.
1364 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f;
1368 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f;
1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1371
1372 K *= (4 + level) * 1.2f / (6 + level);
1373
1374 if (K <= 0.01f)
1375 K = 0.01f;
1376
1377 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1378 }
1379
1380 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382 stats.dam = arch->stats.dam * 3;
1383
1384 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386
1387 /* if for some reason the creature doesn't have any move type,
1388 * give them walking as a default.
1389 * The second case is a special case - to more closely mimic the
1390 * old behaviour - if your flying, your not walking - just
1391 * one or the other.
1392 */
1393 if (move_type == 0)
1394 move_type = MOVE_WALK;
1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1396 move_type &= ~MOVE_WALK;
1397
1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1401
1402 /* It is quite possible that a player's spell costing might have changed,
1403 * so we will check that now.
1404 */
1405 if (is_player ())
1406 contr->update_spells ();
1407
1408 // update the mapspace, if we are on a map
1409 if (!flag [FLAG_REMOVED] && map)
1410 map->at (x, y).flags_ = 0;
1411}
1412
1413void
1414object::set_glow_radius (sint8 rad)
1415{
1416 glow_radius = rad;
1126 1417
1127 /* 'total resistance = total protections - total vulnerabilities'. 1418 if (is_on_map ())
1128 * If there is an uncursed potion in effect, granting more protection 1419 update_all_los (map, x, y);
1129 * than that, we take: 'total resistance = resistance from potion'. 1420 else if (object *env = outer_env ())
1130 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'.
1132 */
1133 for (i=0; i<NROFATTACKS; i++) {
1134 op->resist[i] = prot[i] - vuln[i];
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i];
1138 } 1421 {
1139 1422 env->update_stats ();
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143 1423
1144 check_stat_bounds(&(op->stats)); 1424 if (env->is_on_map ())
1145 pl_level=op->level; 1425 update_all_los (env->map, env->x, env->y);
1146
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1148
1149 /* You basically get half a con bonus/level. But we do take into account rounding,
1150 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1154 if(i%2 && con_bonus[op->stats.Con]%2) {
1155 if (con_bonus[op->stats.Con]>0)
1156 j++;
1157 else
1158 j--;
1159 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1161 }
1162
1163 for(i=11;i<=op->level;i++)
1164 op->stats.maxhp+=2;
1165
1166 if(op->stats.hp>op->stats.maxhp)
1167 op->stats.hp=op->stats.maxhp;
1168
1169 /* Sp gain is controlled by the level of the player's
1170 * relevant experience object (mana_obj, see above)
1171 */
1172 /* following happen when skills system is not used */
1173 if(!mana_obj) mana_obj = op;
1174 if(!grace_obj) grace_obj = op;
1175 /* set maxsp */
1176 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1177
1178 if (mana_obj == op && op->type == PLAYER) {
1179 op->stats.maxsp = 1;
1180 } else {
1181 sp_tmp=0.0;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if(i<2) {
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else {
1190 stmp=(float)op->contr->levsp[i]
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1192 (float)sp_bonus[op->stats.Int])/12.0;
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 }
1197 op->stats.maxsp=(int)sp_tmp;
1198
1199 for(i=11;i<=mana_obj->level;i++)
1200 op->stats.maxsp+=2;
1201 }
1202 /* Characters can get their sp supercharged via rune of transferrance */
1203 if(op->stats.sp>op->stats.maxsp*2)
1204 op->stats.sp=op->stats.maxsp*2;
1205
1206 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1207 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1208
1209 if (grace_obj == op && op->type == PLAYER) {
1210 op->stats.maxgrace = 1;
1211 } else {
1212 /* store grace in a float - this way, the divisions below don't create
1213 * big jumps when you go from level to level - with int's, it then
1214 * becomes big jumps when the sums of the bonuses jump to the next
1215 * step of 8 - with floats, even fractional ones are useful.
1216 */
1217 sp_tmp=0.0;
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1219 float grace_tmp=0.0;
1220
1221 /* Got some extra bonus at first level */
1222 if(i<2) {
1223 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1224 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1225 } else {
1226 grace_tmp=(float)op->contr->levgrace[i]
1227 +((float)grace_bonus[op->stats.Pow] +
1228 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1229 }
1230 if (grace_tmp<1.0) grace_tmp=1.0;
1231 sp_tmp+=grace_tmp;
1232 }
1233 op->stats.maxgrace=(int)sp_tmp;
1234
1235 /* two grace points per level after 11 */
1236 for(i=11;i<=grace_obj->level;i++)
1237 op->stats.maxgrace+=2;
1238 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else
1246 ac-=dex_bonus[op->stats.Dex];
1247
1248 /* In new exp/skills system, wc bonuses are related to
1249 * the players level in a relevant exp object (wc_obj)
1250 * not the general player level -b.t.
1251 * I changed this slightly so that wc bonuses are better
1252 * than before. This is to balance out the fact that
1253 * the player no longer gets a personal weapon w/ 1
1254 * improvement every level, now its fighterlevel/5. So
1255 * we give the player a bonus here in wc and dam
1256 * to make up for the change. Note that I left the
1257 * monster bonus the same as before. -b.t.
1258 */
1259
1260 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1261 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1262 for(i=1;i<wc_obj->level;i++) {
1263 /* addtional wc every 6 levels */
1264 if(!(i%6)) wc--;
1265 /* addtional dam every 4 levels. */
1266 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1267 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1268 }
1269 } else
1270 wc-=(op->level+thaco_bonus[op->stats.Str]);
1271
1272 op->stats.dam+=dam_bonus[op->stats.Str];
1273
1274 if(op->stats.dam<1)
1275 op->stats.dam=1;
1276
1277 op->speed=1.0+speed_bonus[op->stats.Dex];
1278 if (settings.search_items && op->contr->search_str[0])
1279 op->speed -= 1;
1280 if (op->attacktype==0)
1281 op->attacktype=op->arch->clone.attacktype;
1282
1283 } /* End if player */
1284
1285 if(added_speed>=0)
1286 op->speed+=added_speed/10.0;
1287 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed);
1289
1290 /* Max is determined by armour */
1291 if(op->speed>max)
1292 op->speed=max;
1293
1294 if(op->type == PLAYER) {
1295 /* f is a number the represents the number of kg above (positive num)
1296 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is
1299 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str];
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1302 } 1426 }
1303
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1305
1306 /* Put a lower limit on speed. Note with this speed, you move once every
1307 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1308 */
1309 op->speed = op->speed * speed_reduce_from_disease;
1310
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1312
1313 if(op->type == PLAYER) {
1314 float M,W,s,D,K,S,M2;
1315
1316 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read.
1320 */
1321 M=(max_carry[op->stats.Str]-121)/121.0;
1322 M2=max_carry[op->stats.Str]/100.0;
1323 W=weapon_weight/20000.0;
1324 s=2-weapon_speed/10.0;
1325 D=(op->stats.Dex-14)/14.0;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2;
1328 if(K<=0) K=0.01;
1329 S=op->speed/(K*s);
1330 op->contr->weapon_sp=S;
1331 }
1332 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&&
1334 op->stats.dam>op->arch->clone.stats.dam*3)
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this
1338 * should be more than enough - remember, AC is also in 8 bits,
1339 * so its value is the same.
1340 */
1341 if (wc>120) wc=120;
1342 else if (wc<-120) wc=-120;
1343 op->stats.wc=wc;
1344
1345 if (ac>120) ac=120;
1346 else if (ac<-120) ac=-120;
1347 op->stats.ac=ac;
1348
1349 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just
1353 * one or the other.
1354 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1357
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now.
1362 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr);
1364} 1427}
1365 1428
1366/* 1429/*
1367 * Returns true if the given player is a legal class. 1430 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1431 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1432 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1433 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1434 * false otherwise.
1372 */ 1435 */
1373 1436int
1374int allowed_class(const object *op) { 1437allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1438{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1439 return op->stats.Dex > 0
1440 && op->stats.Str > 0
1441 && op->stats.Con > 0
1442 && op->stats.Int > 0
1443 && op->stats.Wis > 0
1444 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1445 && op->stats.Cha > 0;
1378} 1446}
1379 1447
1380/* 1448/*
1381 * set the new dragon name after gaining levels or 1449 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1450 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1451 * eventually change the player's face and animation)
1384 * 1452 */
1385 * Note that the title is written to 'own_title' in the 1453void
1386 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'.
1389 */
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1454set_dragon_name (object *pl, const object *abil, const object *skin)
1455{
1391 int atnr=-1; /* attacknumber of highest level */ 1456 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1457 int level = 0; /* highest level */
1393 int i; 1458 int i;
1394 1459
1395 /* Perhaps do something more clever? */ 1460 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1461 if (!abil || !skin)
1397 1462 return;
1463
1398 /* first, look for the highest level */ 1464 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1465 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1466 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1467 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1468 {
1402 level = abil->resist[i]; 1469 level = abil->resist[i];
1403 atnr = i; 1470 atnr = i;
1404 } 1471 }
1405 } 1472 }
1406 1473
1407 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1475 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1410 abil->resist[abil->stats.exp] >= level)
1411 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1412 1478
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1479 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1480 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1481 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1421 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1482 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1423 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1483 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1484 else
1485 {
1426 /* special titles for extra high resistance! */ 1486 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1487 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1488 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1489 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1433 }
1434 } 1490 }
1435 1491
1436 strcpy(pl->contr->own_title, ""); 1492 strcpy (pl->contr->own_title, "");
1437} 1493}
1438 1494
1439/* 1495/*
1440 * This function is called when a dragon-player gains 1496 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1497 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1498 * or change the ability-focus.
1443 */ 1499 */
1500static void
1444void dragon_level_gain(object *who) { 1501dragon_level_gain (object *who)
1502{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1503 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1504 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1505 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1506 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1507
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1508 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1509 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1510 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1511 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1512 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1513 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1514 skin = tmp;
1457 } 1515
1458 }
1459 /* if the force is missing -> bail out */ 1516 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1517 if (abil == NULL)
1461 1518 return;
1519
1462 /* The ability_force keeps track of maximum level ever achieved. 1520 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1521 * New abilties can only be gained by surpassing this max level
1464 */ 1522 */
1465 if (who->level > abil->level) { 1523 if (who->level > abil->level)
1524 {
1466 /* increase our focused ability */ 1525 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1526 abil->resist[abil->stats.exp]++;
1468
1469 1527
1528
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1529 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1530 {
1471 /* time to hand out a new ability-gift */ 1531 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1532 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1533 }
1475 1534
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1535 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1536 {
1477 /* apply new ability focus */ 1537 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1538 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1479 change_resist_msg[abil->last_eat]);
1480 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1539 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1540
1482 abil->stats.exp = abil->last_eat; 1541 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1542 abil->last_eat = 0;
1484 } 1543 }
1485 1544
1486 abil->level = who->level; 1545 abil->level = who->level;
1487 } 1546 }
1488 1547
1489 /* last but not least, set the new title for the dragon */ 1548 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1549 set_dragon_name (who, abil, skin);
1491} 1550}
1492 1551
1493/* Handy function - given the skill name skill_name, we find the skill 1552/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1553 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1554 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1555 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1556 * want to do something with it immediately.
1498 */ 1557 */
1558object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1559give_skill_by_name (object *op, const char *skill_name)
1500{ 1560{
1501 object *skill_obj; 1561 object *skill_obj;
1502 1562
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1564 if (!skill_obj)
1565 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1506 return NULL; 1567 return NULL;
1507 } 1568 }
1569
1508 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1571 * still doesn't know it.
1510 */ 1572 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1575 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1576 op->insert (skill_obj);
1515 if (op->contr) { 1577
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1578 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1579 pl->link_skills ();
1518 } 1580
1519 return skill_obj; 1581 return skill_obj;
1520} 1582}
1521
1522 1583
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1584/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1585 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1586 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1587 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1588 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1589 * (eg, skill)
1529 */ 1590 */
1591void
1530void player_lvl_adj(object *who, object *op) { 1592player_lvl_adj (object *who, object *op)
1593{
1531 char buf[MAX_BUF]; 1594 char buf[MAX_BUF];
1532 1595 bool changed = false;
1596
1533 if(!op) /* when rolling stats */ 1597 if (!op) /* when rolling stats */
1534 op = who; 1598 op = who;
1535 1599
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1600 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1601 {
1602 changed = true;
1603
1537 op->level++; 1604 op->level++;
1538 1605
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1607 dragon_level_gain (who);
1541 1608
1542 /* Only roll these if it is the player (who) that gained the level */ 1609 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1611 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1612 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1545 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1613 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1546 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1614 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1615 }
1616
1617 if (op->level > 1)
1547 } 1618 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1619 if (op->type != PLAYER)
1620 {
1621 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623 }
1553 else 1624 else
1625 {
1626 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1627 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1628 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1629
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1630 if (who)
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1631 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1632 }
1633 }
1634
1635 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1636 {
1637 changed = true;
1638
1639 op->level--;
1640
1641 if (op->type != PLAYER)
1564 } 1642 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1645 }
1566 } 1646 }
1567 /* check if the spell data has changed */ 1647
1568 esrv_update_spells(who->contr); 1648 if (changed)
1649 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1650}
1570 1651
1571/* 1652/*
1572 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1574 */ 1655 */
1575 1656
1657sint64
1576sint64 level_exp(int level,double expmul) { 1658level_exp (int level, double expmul)
1659{
1577 if (level > settings.max_level) 1660 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1579 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1580} 1664}
1581 1665
1582/* 1666/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1584 * This really just checks 'op to make sure the perm_exp value is within 1668 * This really just checks 'op to make sure the perm_exp value is within
1585 * proper range. Note that the checking of what is passed through 1669 * proper range. Note that the checking of what is passed through
1586 * has been reduced. Since there is now a proper field for perm_exp, 1670 * has been reduced. Since there is now a proper field for perm_exp,
1587 * this can now work on a much larger set of objects. 1671 * this can now work on a much larger set of objects.
1588 */ 1672 */
1673void
1589void calc_perm_exp(object *op) 1674calc_perm_exp (object *op)
1590{ 1675{
1591 int p_exp_min; 1676 int p_exp_min;
1592 1677
1593 /* Ensure that our permanent experience minimum is met. 1678 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1679 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1680 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1681 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1682
1598 if (op->perm_exp < p_exp_min) 1683 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1684 op->perm_exp = p_exp_min;
1600 1685
1601 /* Cap permanent experience. */ 1686 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1687 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1688 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1690 op->perm_exp = MAX_EXPERIENCE;
1606} 1691}
1607
1608 1692
1609/* Add experience to a player - exp should only be positive. 1693/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1694 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1695 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1696 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1697 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1615 */ 1699 */
1616 1700static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1702{
1619 object *skill_obj=NULL; 1703 object *skill_obj;
1620 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1621 int i; 1705 int i;
1622 1706
1623 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1708 if (op->contr->braced)
1709 exp /= 5;
1625 1710
1626 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1714 * the players inventory.
1630 */ 1715 */
1716 skill_obj = 0;
1717
1631 if (skill_name) { 1718 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1719 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1634 skill_obj = op->chosen_skill;
1635 else {
1636 for (i=0; i<NUM_SKILLS; i++)
1637 if (op->contr->last_skill_ob[i] &&
1638 !strcmp(op->contr->last_skill_ob[i]->skill, skill_name)) {
1639 skill_obj = op->contr->last_skill_ob[i];
1640 break;
1641 }
1642 1721
1643 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1723 * it to the player if necessary
1645 */ 1724 */
1646 if (!skill_obj) { 1725 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return;
1648 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name);
1650 }
1651 } 1726 {
1727 if (flag == SK_EXP_NONE)
1728 return;
1729
1730 if (flag == SK_EXP_ADD_SKILL)
1731 skill_obj = give_skill_by_name (op, skill_name);
1732 }
1733 }
1734
1735 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1736 {
1653
1654 /* Basically, you can never gain more experience in one shot 1737 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1738 * than half what you need to gain for next level.
1656 */ 1739 */
1657 exp_to_add = exp; 1740 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1741 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1742 if (exp_to_add > limit)
1743 exp_to_add = limit;
1660 1744
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1745 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1746 if (settings.permanent_exp_ratio)
1747 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1748 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1664 calc_perm_exp(op); 1749 calc_perm_exp (op);
1665 } 1750 }
1666 1751
1667 player_lvl_adj(op,NULL); 1752 player_lvl_adj (op, NULL);
1753 }
1754
1668 if (skill_obj) { 1755 if (skill_obj)
1756 {
1669 exp_to_add = exp; 1757 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1758 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1759 if (exp_to_add > limit)
1760 exp_to_add = limit;
1761
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1762 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1763 if (settings.permanent_exp_ratio)
1764 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1765 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1766 calc_perm_exp (skill_obj);
1676 } 1767 }
1768
1677 player_lvl_adj(op,skill_obj); 1769 player_lvl_adj (op, skill_obj);
1678 } 1770 }
1679} 1771}
1680 1772
1681/* This function checks to make sure that object 'op' can 1773/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1774 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1775 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1688 */ 1780 */
1781static sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1782check_exp_loss (const object *op, sint64 exp)
1690{ 1783{
1691 sint64 del_exp; 1784 sint64 del_exp;
1692 1785
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1786 if (exp > op->stats.exp)
1787 exp = op->stats.exp;
1788
1694 if (settings.permanent_exp_ratio) { 1789 if (settings.permanent_exp_ratio)
1790 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1792
1793 if (del_exp < 0)
1794 del_exp = 0;
1795
1697 if (exp > del_exp) exp=del_exp; 1796 if (exp > del_exp)
1797 exp = del_exp;
1698 } 1798 }
1799
1699 return exp; 1800 return exp;
1700} 1801}
1701 1802
1803sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1804check_exp_adjust (const object *op, sint64 exp)
1703{ 1805{
1806 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1807 return check_exp_loss (op, exp);
1808 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1810}
1707
1708 1811
1709/* Subtracts experience from player. 1812/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1813 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1814 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1815 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1819 * as much as listed. Eg, if player has gotten reduced to the point
1717 * where everything is at the minimum perm exp, he would lose nothing. 1820 * where everything is at the minimum perm exp, he would lose nothing.
1718 * exp is the amount of exp to subtract - thus, it should be 1821 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1822 * a postive number.
1720 */ 1823 */
1824static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1825subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1826{
1723 float fraction = (float) exp/(float) op->stats.exp; 1827 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1828 object *tmp;
1725 sint64 del_exp; 1829 sint64 del_exp;
1726 1830
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1832 if (tmp->type == SKILL && tmp->stats.exp)
1833 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1835 {
1730 del_exp = check_exp_loss(tmp, exp); 1836 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1837 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1838 player_lvl_adj (op, tmp);
1839 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1840 else if (flag != SK_SUBTRACT_SKILL_EXP)
1841 {
1734 /* only want to process other skills if we are not trying 1842 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1843 * to match a specific skill.
1736 */ 1844 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1845 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1846 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1847 player_lvl_adj (op, tmp);
1740 } 1848 }
1741 } 1849 }
1850
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1851 if (flag != SK_SUBTRACT_SKILL_EXP)
1852 {
1743 del_exp = check_exp_loss(op, exp); 1853 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1854 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1855 player_lvl_adj (op, NULL);
1746 } 1856 }
1747} 1857}
1748
1749
1750 1858
1751/* change_exp() - changes experience to a player/monster. This 1859/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1860 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1861 *
1754 * The exp passed is typically not modified much by this function - 1862 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1863 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1864 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1865 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1866 * these last two values are only used for players.
1759 */ 1867 */
1760 1868void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1869change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1870{
1763#ifdef EXP_DEBUG 1871#ifdef EXP_DEBUG
1764#ifndef WIN32
1765 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1766#else
1767 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1872 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1873#endif
1769#endif
1770 1874
1771 /* safety */ 1875 /* safety */
1772 if(!op) { 1876 if (!op)
1877 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1878 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1879 return;
1775 } 1880 }
1776 1881
1777 /* if no change in exp, just return - most of the below code 1882 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1883 * won't do anything if the value is 0 anyways.
1779 */ 1884 */
1780 if (exp == 0) return; 1885 if (exp == 0)
1886 return;
1781 1887
1782 /* Monsters are easy - we just adjust their exp - we 1888 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1889 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1890 * the exp they have - the monsters exp represents what its
1785 * worth. 1891 * worth.
1786 */ 1892 */
1787 if(op->type != PLAYER) { 1893 if (op->type != PLAYER)
1894 {
1788 /* Sanity check */ 1895 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1896 if (!QUERY_FLAG (op, FLAG_ALIVE))
1897 return;
1790 1898
1791 /* reset exp to max allowed value. We subtract from 1899 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1900 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1901 * more than max exp, just return.
1902 */
1903 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1904 {
1905 exp = MAX_EXPERIENCE - op->stats.exp;
1906 if (exp < 0)
1907 return;
1908 }
1909
1910 op->stats.exp += exp;
1911 }
1912 else
1913 { /* Players only */
1914 if (exp > 0)
1915 add_player_exp (op, exp, skill_name, flag);
1916 else
1917 /* note that when you lose exp, it doesn't go against
1918 * a particular skill, so we don't need to pass that
1919 * along.
1794 */ 1920 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1921 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1922 }
1813} 1923}
1814 1924
1815/* Applies a death penalty experience, the size of this is defined by the 1925/* Applies a death penalty experience, the size of this is defined by the
1816 * settings death_penalty_percentage and death_penalty_levels, and by the 1926 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1927 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1928 */
1819 1929void
1820void apply_death_exp_penalty(object *op) { 1930apply_death_exp_penalty (object *op)
1821 object *tmp; 1931{
1822 sint64 loss; 1932 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1935
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1937 if (tmp->type == SKILL && tmp->stats.exp)
1828 1938 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1830 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1940 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1831 1941
1832 /* With the revised exp system, you can get cases where 1942 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1943 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1944 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1945 * tables is a lot harder.
1836 */ 1946 */
1837 if (level_loss < 0) level_loss = 0; 1947 if (level_loss < 0)
1948 level_loss = 0;
1838 1949
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1951
1841 tmp->stats.exp -= loss; 1952 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1953 player_lvl_adj (op, tmp);
1843 } 1954 }
1844 1955
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1846 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1958
1959 if (level_loss < 0)
1960 level_loss = 0;
1961
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1963
1850 op->stats.exp -= loss; 1964 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1965 player_lvl_adj (op, NULL);
1852} 1966}
1853 1967
1854/* This function takes an object (monster/player, op), and 1968/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1969 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1970 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1971 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1972 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1973 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1974 */
1975int
1861int did_make_save(const object *op, int level, int bonus) 1976did_make_save (const object *op, int level, int bonus)
1862{ 1977{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1978 if (level > MAX_SAVE_LEVEL)
1979 level = MAX_SAVE_LEVEL;
1864 1980
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1981 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1982 return 0;
1983
1984 return 1;
1868} 1985}
1869

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