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Comparing deliantra/server/common/living.C (file contents):
Revision 1.2 by root, Sat Aug 26 23:36:28 2006 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 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 1.2 2006/08/26 23:36:28 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;
386 for(j=0;j<NUM_STATS;j++) {
387 int nstat, ostat;
388 302
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 for (int j = 0; j < NUM_STATS; j++)
390 i = get_attr_value(&(tmp->stats),j); 304 {
305 int ostat = op->contr->orig_stats.stat (j);
306 int i = tmp->stats.stat (j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 nstat = 1;
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 } 318 nstat = 20 + op->arch->stats.stat (j);
404 if (nstat != ostat) { 319
405 set_attr_value(&(op->contr->orig_stats), j, nstat); 320 if (nstat != ostat)
406 potion_max=0; 321 {
407 } 322 op->contr->orig_stats.stat (j) = nstat;
408 else if (i) { 323 potion_max = 0;
324 }
325 else if (i)
326 {
409 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 328 potion_max = 1;
411 } 329 }
412 } 330 }
331
413 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 334 * recalculates this anyway.
416 */ 335 */
417 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
419 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 340 } /* end of potion handling code */
421 } 341 }
422 342
423 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 344 * everything to set
425 */ 345 */
426 if(flag == -1) { 346 if (flag == -1)
347 {
427 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 353 * and not the other move_ fields.
433 */ 354 */
434 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
435 } 356 }
436 357
437 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
440 */ 361 */
441 fix_player(op); 362 op->update_stats ();
442 363
443 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 365 * print out message if this is a bow.
445 */ 366 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
447 success=1;
448 DIFF_MSG(flag, "Your hands begin to glow red.",
449 "Your hands stop glowing red.");
450 } 368 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 369 success = 1;
452 success=1; 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
453 DIFF_MSG(flag, "You feel very protected.", 371 }
454 "You don't feel protected anymore."); 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
455 } 374 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 375 success = 1;
457 success=1; 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
458 DIFF_MSG(flag, "A magic force shimmers around you.", 377 }
459 "The magic force fades away."); 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
460 } 380 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 381 success = 1;
462 success=1; 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 383 }
464 "Suddenly you feel less safe, somehow."); 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
465 } 386 {
387 success = 1;
388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
389 }
390
466 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 395 * from fly high)
471 */ 396 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
473 success=1; 398 {
399 success = 1;
474 400
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
477 */ 403 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 407 }
481 408
482 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
483 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 412 * in that case, you don't actually land
485 */ 413 */
486 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground.")); 416 }
489 } 417
490 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 420 }
496 421
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 423 * originally undead may change their status
499 */ 424 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
502 success=1; 428 success = 1;
503 if(flag>0) { 429 if (flag > 0)
504 if(op->race) free_string(op->race); 430 {
505 op->race=add_string("undead"); 431 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
507 } else { 433 }
508 if(op->race) free_string(op->race); 434 else
509 if(op->arch->clone.race) 435 {
510 op->race=add_string(op->arch->clone.race); 436 op->race = op->arch->race;
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
514 } 439 }
515 }
516 440
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
518 success=1; 442 {
443 success = 1;
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
520 } 448 {
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 449 success = 1;
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
524 } 451 }
452
525 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision 454 * vision
527 */ 455 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 456 if (tmp->flag [FLAG_BLIND])
529 success=1; 457 {
530 if(flag>0) { 458 success = 1;
531 if(QUERY_FLAG(op,FLAG_WIZ)) 459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
533 else { 463 else
464 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
535 SET_FLAG(op,FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 467 if (op->type == PLAYER)
537 op->contr->do_los=1; 468 op->contr->do_los = 1;
469 }
470 }
471 else
472 {
473 if (op->flag [FLAG_WIZ])
474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
475 else
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
478 CLEAR_FLAG (op, FLAG_BLIND);
479 if (op->type == PLAYER)
480 op->contr->do_los = 1;
481 }
482 }
538 } 483 }
539 } else { 484
540 if(QUERY_FLAG(op,FLAG_WIZ)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again.");
542 else {
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns.");
544 CLEAR_FLAG(op,FLAG_BLIND);
545 if(op->type==PLAYER)
546 op->contr->do_los=1;
547 }
548 }
549 } 486 {
550 487 success = 1;
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
552 success=1;
553 if(op->type==PLAYER) 488 if (op->type == PLAYER)
554 op->contr->do_los=1; 489 op->contr->do_los = 1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer.");
563 else {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent.");
565 if(op->type==PLAYER)
566 op->contr->do_los=1;
567 } 491 }
568 } else { 492
569 if(QUERY_FLAG(op,FLAG_WIZ)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
500 else
501 {
502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
503 if (op->type == PLAYER)
504 op->contr->do_los = 1;
505 }
506 }
507 else
508 {
509 if (op->flag [FLAG_WIZ])
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
571 else { 511 else
512 {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
573 if(op->type==PLAYER) 514 if (op->type == PLAYER)
574 op->contr->do_los=1; 515 op->contr->do_los = 1;
516 }
517 }
575 } 518 }
576 }
577 }
578 519
579 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
580 success=1; 521 {
522 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 } 524 }
583 525
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 } 527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 } 533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
595 537
596 /* for the future when artifacts set this -b.t. */ 538 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 539 if (tmp->stats.grace && op->type == PLAYER)
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 } 540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
602 544
603 if(tmp->stats.food && op->type==PLAYER) { 545 if (tmp->stats.food && op->type == PLAYER)
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 } 546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
608 550
609 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 552 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
613 if (op->resist[i] != refop.resist[i]) { 557 if (op->resist [i] != prev_resist [i])
558 {
614 success=1; 559 success = 1;
560
615 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]); 563 else
618 else 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
619 sprintf(message, "Your resistance to %s drops to %d%%.", 565
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
623 } 567 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 } 568 }
632 } 569
633 } 570 if (!potion_max)
571 for (int j = 0; j < NUM_STATS; j++)
572 if (int i = tmp->stats.stat (j))
573 {
574 success = 1;
575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
576 }
577
634 return success; 578 return success;
635} 579}
636 580
637/* 581/*
638 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 584 */
641 585void
642void drain_stat(object *op) { 586object::drain_stat ()
587{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
644} 589}
645 590
591void
646void drain_specific_stat(object *op, int deplete_stats) { 592object::drain_specific_stat (int deplete_stats)
593{
647 object *tmp; 594 object *tmp;
648 archetype *at; 595 archetype *at;
649 596
650 at = find_archetype(ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
651 if (!at) { 598 if (!at)
599 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 601 return;
602 }
654 } else { 603 else
604 {
655 tmp = present_arch_in_ob(at, op); 605 tmp = present_arch_in_ob (at, this);
606
656 if (!tmp) { 607 if (!tmp)
657 tmp = arch_to_object(at); 608 {
609 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
660 } 612 }
661 } 613 }
662 614
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 617 update_stats ();
666} 618}
667 619
668/* 620/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 622 * via an applied bad_luck object.
671 */ 623 */
672 624void
673void change_luck(object *op, int value) { 625object::change_luck (int value)
674 object *tmp; 626{
675 archetype *at; 627 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 628 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 630 else
631 {
682 tmp = present_arch_in_ob(at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
683 if (!tmp) { 634 if (!tmp)
635 {
636 if (!value)
637 return;
638
639 tmp = at->instance ();
640 tmp = insert_ob_in_ob (tmp, this);
641 SET_FLAG (tmp, FLAG_APPLIED);
642 }
643
684 if (!value) 644 if (value)
685 return; 645 {
686 tmp = arch_to_object(at);
687 tmp = insert_ob_in_ob(tmp, op);
688 SET_FLAG(tmp,FLAG_APPLIED);
689 }
690 if (value) {
691 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 648 * in op itself).
694 */ 649 */
695 new_luck = tmp->stats.luck+value; 650 int new_luck = tmp->stats.luck + value;
651
696 if (new_luck >= -100 && new_luck <= 100) { 652 if (new_luck >= -100 && new_luck <= 100)
653 {
697 op->stats.luck+=value; 654 stats.luck += value;
698 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
656 }
699 } 657 }
700 } else { 658 else
659 {
701 if (!tmp->stats.luck) { 660 if (!tmp->stats.luck)
702 return; 661 return;
703 } 662
704 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
706 */ 665 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
667 {
708 int diff = tmp->stats.luck>0?-1:1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
669
709 op->stats.luck += diff; 670 stats.luck += diff;
710 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
672 }
711 } 673 }
712 }
713 } 674 }
714} 675}
715 676
716/* 677/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 679 */
719 680void
720void remove_statbonus(object *op) { 681object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 682{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 683 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 684 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 685 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 686 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 687 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 688 }
728 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
729 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
730 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
731 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
732 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
733 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
734 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
735} 689}
736 690
737/* 691/*
738 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 693 */
740 694void
741void add_statbonus(object *op) { 695object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 696{
743 op->stats.Dex += op->arch->clone.stats.Dex; 697 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 698 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 699 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 700 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 701 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 702 }
749 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
750 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
751 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
752 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
753 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
754 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
755 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
756} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
757 744
758/* 745/*
759 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
764 */ 751 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
767 */ 754 */
768 755void
769void fix_player(object *op) { 756object::update_stats ()
770 int i,j; 757{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 759 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
777 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
778 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 769 if (type == PLAYER)
780 for(i=0;i<NUM_STATS;i++) { 770 {
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 771 contr->delayed_update = false;
782 } 772
773 for (int i = 0; i < NUM_STATS; i++)
774 stat_sum [i] = contr->orig_stats.stat (i);
775
783 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 777 contr->encumbrance = 0;
785 778
786 op->attacktype=0; 779 attacktype = 0;
787 op->contr->digestion = 0; 780
788 op->contr->gen_hp = 0; 781 contr->digestion = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_hp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_sp = 0;
784 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 786 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 787 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 788
805 if(op->slaying!=NULL) { 789 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 790 slot[i].used = slot[i].info;
807 op->slaying=NULL; 791
808 } 792 slaying = 0;
793
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 794 if (!QUERY_FLAG (this, FLAG_WIZ))
795 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 798 }
813 799
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 803
826 op->path_attuned=op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 808
809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
833 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
834 * archetype clone 816 * archetype clone
817 */
818 memcpy (&resist, &arch->resist, sizeof (resist));
819
820 for (int i = 0; i < NROFATTACKS; i++)
821 {
822 if (resist[i] > 0)
823 prot[i] = resist[i], vuln[i] = 0;
824 else
825 vuln[i] = -resist[i], prot[i] = 0;
826
827 potion_resist[i] = -1000;
828 }
829
830 wc = arch->stats.wc;
831 stats.dam = arch->stats.dam;
832
833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
834 * plus a small amount of physical resist, those poor suckers. ;)
835 * the fact that maxlevel is factored in could be considered sort of bogus -
836 * we should probably give them some bonus and cap it off - otherwise,
837 * basically, if a server updates its max level, these playes may find
838 * that their protection from physical goes down
839 */
840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
841 {
842 ac = max (-10, arch->stats.ac - level / 3);
843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
844 }
845 else
846 ac = arch->stats.ac;
847
848 stats.luck = arch->stats.luck;
849 speed = arch->speed;
850
851 chosen_skill = 0;
852
853 /* OK - we've reset most all the objects attributes to sane values.
854 * now go through and make adjustments for what the player has equipped.
855 */
856 for (tmp = inv; tmp; tmp = tmp->below)
857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
835 */ 861 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
865 glow_radius += tmp->glow_radius;
866
867 /* For some things, we don't care what is equipped */
868 if (tmp->type == SKILL)
869 {
870 /* Want to take the highest skill here. */
871 if (IS_MANA_SKILL (tmp->subtype))
872 {
873 if (!mana_obj)
874 mana_obj = tmp;
875 else if (tmp->level > mana_obj->level)
876 mana_obj = tmp;
877 }
878
879 if (IS_GRACE_SKILL (tmp->subtype))
880 {
881 if (!grace_obj)
882 grace_obj = tmp;
883 else if (tmp->level > grace_obj->level)
884 grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 {
902 if (type == PLAYER)
903 {
904 contr->item_power += tmp->item_power;
905
906 for (int i = 0; i < NUM_STATS; i++)
907 stat_sum [i] += tmp->stats.stat (i);
908
909 if (digest_types [tmp->type])
910 {
911 contr->digestion += tmp->stats.food;
912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
914 contr->gen_sp += tmp->stats.sp;
915 contr->gen_grace += tmp->stats.grace;
916 contr->gen_sp_armour += tmp->gen_sp_armour;
917 }
918 } /* if this is a player */
919 else
920 {
921 if (tmp->type == WEAPON)
922 current_weapon = tmp;
923 }
924
925 /* Update slots used for items */
926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
928 slot[i].used += tmp->slot[i].info;
929
930 if (tmp->type == SYMPTOM)
931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
932
933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
934 * (Negative protections are calculated exactly like positive.)
935 * Resistance from potions are treated special as well. If there's
936 * more than one potion-effect, the bigger prot.-value is taken.
937 */
938 if (tmp->type == POTION_EFFECT)
939 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]);
941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
950 {
951 attacktype |= tmp->attacktype;
952 path_attuned |= tmp->path_attuned;
953 path_repelled |= tmp->path_repelled;
954 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck;
957 }
958
959 flag |= tmp->flag & copy_flags;
960
961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
962 SET_FLAG (this, FLAG_UNDEAD);
963
964 //TODO: copy_flags?
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 {
967 SET_FLAG (this, FLAG_MAKE_INVIS);
968 invisible = 1;
969 }
970
971 if (tmp->stats.exp && tmp->type != SKILL)
972 {
973 if (tmp->stats.exp > 0)
974 {
975 added_speed += tmp->stats.exp / 3.f;
976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
977 }
978 else
979 added_speed += tmp->stats.exp;
980 }
981
982 switch (tmp->type)
983 {
984 case SKILL:
985 {
986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
988 break;
989
990 if (chosen_skill)
991 {
992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1000 chosen_skill = tmp;
1001
1002 if (tmp->stats.dam > 0)
1003 { /* skill is a 'weapon' */
1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1006
1007 weapon_weight = tmp->weight;
1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1009
1010 if (tmp->magic)
1011 stats.dam += tmp->magic;
1012 }
1013
1014 if (tmp->stats.wc)
1015 wc -= tmp->stats.wc + tmp->magic;
1016
1017 if (tmp->slaying)
1018 slaying = tmp->slaying;
1019
1020 if (tmp->stats.ac)
1021 ac -= tmp->stats.ac + tmp->magic;
1022
1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1024 contr->encumbrance += 3 * tmp->weight / 1000;
1025 }
1026
1027 break;
1028
1029 case SHIELD:
1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1033 case RING:
1034 case AMULET:
1035 case GIRDLE:
1036 case HELMET:
1037 case BOOTS:
1038 case GLOVES:
1039 case CLOAK:
1040 if (tmp->stats.wc)
1041 wc -= tmp->stats.wc + tmp->magic;
1042
1043 if (tmp->stats.dam)
1044 stats.dam += tmp->stats.dam + tmp->magic;
1045
1046 if (tmp->stats.ac)
1047 ac -= tmp->stats.ac + tmp->magic;
1048
1049 break;
1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW:
1057 case WEAPON:
1058 wc -= tmp->stats.wc + tmp->magic;
1059
1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1061 ac -= tmp->stats.ac + tmp->magic;
1062
1063 stats.dam += tmp->stats.dam + tmp->magic;
1064 weapon_weight = tmp->weight;
1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1066
1067 if (weapon_speed < 0)
1068 weapon_speed = 0;
1069
1070 slaying = tmp->slaying;
1071
1072 /* If there is desire that two handed weapons should do
1073 * extra strength damage, this is where the code should
1074 * go.
1075 */
1076
1077 if (type == PLAYER)
1078 if (settings.spell_encumbrance)
1079 contr->encumbrance += tmp->weight * 3 / 1000;
1080
1081 break;
1082
1083 case ARMOUR: /* Only the best of these three are used: */
1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1085 contr->encumbrance += tmp->weight / 1000;
1086
1087 case BRACERS:
1088 case FORCE:
1089 if (tmp->stats.wc)
1090 {
1091 if (best_wc < tmp->stats.wc + tmp->magic)
1092 {
1093 wc += best_wc;
1094 best_wc = tmp->stats.wc + tmp->magic;
1095 }
1096 else
1097 wc += tmp->stats.wc + tmp->magic;
1098 }
1099
1100 if (tmp->stats.ac)
1101 {
1102 if (best_ac < tmp->stats.ac + tmp->magic)
1103 {
1104 ac += best_ac; /* Remove last bonus */
1105 best_ac = tmp->stats.ac + tmp->magic;
1106 }
1107 else /* To nullify the below effect */
1108 ac += tmp->stats.ac + tmp->magic;
1109 }
1110
1111 if (tmp->stats.wc)
1112 wc -= tmp->stats.wc + tmp->magic;
1113
1114 if (tmp->stats.ac)
1115 ac -= tmp->stats.ac + tmp->magic;
1116
1117 if (ARMOUR_SPEED (tmp))
1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1119
1120 break;
1121 } /* switch tmp->type */
1122 } /* item is equipped */
1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1126
1127 /* We've gone through all the objects the player has equipped. For many things, we
1128 * have generated intermediate values which we now need to assign.
1129 */
1130
1131 /* 'total resistance = total protections - total vulnerabilities'.
1132 * If there is an uncursed potion in effect, granting more protection
1133 * than that, we take: 'total resistance = resistance from potion'.
1134 * If there is a cursed (and no uncursed) potion in effect, we take
1135 * 'total resistance = vulnerability from cursed potion'.
1136 */
1137 for (int i = 0; i < NROFATTACKS; i++)
1138 {
1139 resist[i] = prot[i] - vuln[i];
1140
1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1143 resist[i] = potion_resist[i];
1144 }
1145
1146 if (type == PLAYER)
1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1156 /* Figure out the players sp/mana/hp totals. */
1157 int pl_level;
1158
1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1160
1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1163 */
1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1166 {
1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168
1169 if (i % 2 && con_bonus[stats.Con] % 2)
1170 if (con_bonus[stats.Con] > 0)
1171 j++;
1172 else
1173 j--;
1174
1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1176 }
1177
1178 stats.maxhp += 2 * max (0, level - 10);
1179
1180 if (stats.hp > stats.maxhp)
1181 stats.hp = stats.maxhp;
1182
1183 /* Sp gain is controlled by the level of the player's
1184 * relevant experience object (mana_obj, see above)
1185 */
1186 /* following happen when skills system is not used */
1187 if (!mana_obj)
1188 mana_obj = this;
1189
1190 if (!grace_obj)
1191 grace_obj = this;
1192
1193 /* set maxsp */
1194 if (!mana_obj || !mana_obj->level || type != PLAYER)
1195 mana_obj = this;
1196
1197 if (mana_obj == this && type == PLAYER)
1198 stats.maxsp = 1;
1199 else
1200 {
1201 float sp_tmp = 0.f;
1202
1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1204 {
1205 float stmp;
1206
1207 /* Got some extra bonus at first level */
1208 if (i < 2)
1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1210 else
1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1212
1213 sp_tmp += max (1.f, stmp);
1214 }
1215
1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1217 }
1218
1219 /* Characters can get their sp supercharged via rune of transferrance */
1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1221
1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1224 grace_obj = this;
1225
1226 if (grace_obj == this && type == PLAYER)
1227 stats.maxgrace = 1;
1228 else
1229 {
1230 /* store grace in a float - this way, the divisions below don't create
1231 * big jumps when you go from level to level - with int's, it then
1232 * becomes big jumps when the sums of the bonuses jump to the next
1233 * step of 8 - with floats, even fractional ones are useful.
1234 */
1235 float sp_tmp = 0.f;
1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1238 {
1239 float grace_tmp = 0.f;
1240
1241 /* Got some extra bonus at first level */
1242 if (i < 2)
1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1244 else
1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1246
1247 sp_tmp += max (1.f, grace_tmp);
1248 }
1249
1250 /* two grace points per level after 10 */
1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1252 }
1253
1254 /* No limit on grace vs maxgrace */
1255
1256 if (contr->braced)
1257 {
1258 ac += 2;
1259 wc += 4;
1260 }
1261 else
1262 ac -= dex_bonus[stats.Dex];
1263
1264 /* In new exp/skills system, wc bonuses are related to
1265 * the players level in a relevant exp object (wc_obj)
1266 * not the general player level -b.t.
1267 * I changed this slightly so that wc bonuses are better
1268 * than before. This is to balance out the fact that
1269 * the player no longer gets a personal weapon w/ 1
1270 * improvement every level, now its fighterlevel/5. So
1271 * we give the player a bonus here in wc and dam
1272 * to make up for the change. Note that I left the
1273 * monster bonus the same as before. -b.t.
1274 */
1275 object *wc_obj = chosen_skill;
1276
1277 if (contr && wc_obj && wc_obj->level > 1)
1278 {
1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280
1281 for (int i = 1; i < wc_obj->level; i++)
1282 {
1283 /* additional wc every 6 levels */
1284 if (!(i % 6))
1285 wc--;
1286
1287 /* additional dam every 4 levels. */
1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1290 }
1291 }
1292 else
1293 wc -= level + thaco_bonus[stats.Str];
1294
1295 stats.dam += dam_bonus[stats.Str];
1296
1297 if (stats.dam < 1)
1298 stats.dam = 1;
1299
1300 speed = 1.f + speed_bonus[stats.Dex];
1301
1302 if (settings.search_items && contr->search_str[0])
1303 speed -= 1;
1304 } /* End if player */
1305
1306 if (added_speed >= 0)
1307 speed += added_speed / 10.f;
1308 else /* Something wrong here...: */
1309 speed /= 1.f - added_speed;
1310
1311 /* Max is determined by armour */
1312 speed = min (speed, max_speed);
1313
1314 if (type == PLAYER)
1315 {
1316 /* f is a number the represents the number of kg above (positive num)
1317 * or below (negative number) that the player is carrying. If above
1318 * weight limit, then player suffers a speed reduction based on how
1319 * much above he is, and what is max carry is
1320 */
1321 float f = (carrying / 1000) - max_carry[stats.Str];
1322 if (f > 0.f)
1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1324 }
1325
1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1328
1329 /* Put a lower limit on speed. Note with this speed, you move once every
1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1331 */
1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1333
1334 if (speed != old_speed)
1335 set_speed (speed);
1336
1337 if (type == PLAYER)
1338 {
1339 /* (This formula was made by vidarl@ifi.uio.no)
1340 * Note that we never used these values again - basically
1341 * all of these could be subbed into one big equation, but
1342 * that would just be a real pain to read.
1343 */
1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1345 float M2 = max_carry[stats.Str] / 100.f;
1346 float W = weapon_weight / 20000.f;
1347 float s = (20 - weapon_speed) / 10.f;
1348 float D = (stats.Dex - 14) / 14.f;
1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1350
1351 K *= (4 + level) * 1.2f / (6 + level);
1352
1353 if (K <= 0.01f)
1354 K = 0.01f;
1355
1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1357 }
1358
1359 /* I want to limit the power of small monsters with big weapons: */
1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1361 stats.dam = arch->stats.dam * 3;
1362
1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1365
1366 /* if for some reason the creature doesn't have any move type,
1367 * give them walking as a default.
1368 * The second case is a special case - to more closely mimic the
1369 * old behaviour - if your flying, your not walking - just
1370 * one or the other.
1371 */
1372 if (move_type == 0)
1373 move_type = MOVE_WALK;
1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1375 move_type &= ~MOVE_WALK;
1376
1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1380
1381 /* It is quite possible that a player's spell costing might have changed,
1382 * so we will check that now.
1383 */
1384 if (is_player ())
1385 contr->update_spells ();
1386
1387 // update the mapspace, if we are on a map
1388 if (!flag [FLAG_REMOVED] && map)
1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
837 1396
838 for (i=0;i<NROFATTACKS;i++) { 1397 if (is_on_map ())
839 if (op->resist[i] > 0) 1398 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1399 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1400 {
845 1401 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1402
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1403 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1404 update_all_los (env->map, env->x, env->y);
851 * the fact that maxlevel is factored in could be considered sort of bogus -
852 * we should probably give them some bonus and cap it off - otherwise,
853 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down
855 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
859 }
860 else
861 ac=op->arch->clone.stats.ac;
862
863 op->stats.luck=op->arch->clone.stats.luck;
864 op->speed = op->arch->clone.speed;
865
866 /* OK - we've reset most all the objects attributes to sane values.
867 * now go through and make adjustments for what the player has equipped.
868 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
871 /* See note in map.c:update_position about making this additive
872 * since light sources are never applied, need to put check here.
873 */
874 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
875
876 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil
878 * then calls this function.
879 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
881 continue;
882 }
883
884 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) {
886 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) {
888 if (!mana_obj) mana_obj=tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp;
890 } 1405 }
891 if (IS_GRACE_SKILL(tmp->subtype)) {
892 if (!grace_obj) grace_obj=tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp;
894 }
895 }
896
897 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments.
899 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put
901 * in the praying skill, and the player should always get those.
902 * It also means we need to put in additional checks for applied below,
903 * because the skill shouldn't count against body positions being used
904 * up, etc.
905 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
908 if(op->type==PLAYER) {
909 if (tmp->type == BOW)
910 op->contr->ranges[range_bow] = tmp;
911
912 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
913 op->contr->ranges[range_misc] = tmp;
914
915 for(i=0;i<NUM_STATS;i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
917
918 /* these are the items that currently can change digestion, regeneration,
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */
922 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
923 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
924 (tmp->type == SHIELD) || (tmp->type == RING) ||
925 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
926 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
927 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
928 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
929 (tmp->type == SKILL)) {
930 op->contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 }
937 } /* if this is a player */
938
939 /* Update slots used for items */
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
941 for (i=0; i<NUM_BODY_LOCATIONS; i++)
942 op->body_used[i] += tmp->body_info[i];
943 }
944
945 if(tmp->type==SYMPTOM) {
946 speed_reduce_from_disease = tmp->last_sp / 100.0;
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.)
952 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken.
954 */
955 if (tmp->type != POTION) {
956 for (i=0; i<NROFATTACKS; i++) {
957 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero.
959 */
960 if (tmp->type==POTION_EFFECT) {
961 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
963 else
964 potion_resist[i] = tmp->resist[i];
965 }
966 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
968 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
970 }
971 }
972
973 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM)
975 op->attacktype|=tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled;
979 op->path_denied|=tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type;
982
983 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
984 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
985 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
986 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
987 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
988 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
989 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
990
991 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
992 SET_FLAG(op,FLAG_UNDEAD);
993
994 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
995 SET_FLAG(op,FLAG_MAKE_INVIS);
996 op->invisible=1;
997 }
998
999 if(tmp->stats.exp && tmp->type!=SKILL) {
1000 if(tmp->stats.exp > 0) {
1001 added_speed+=(float)tmp->stats.exp/3.0;
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
1003 } else
1004 added_speed+=(float)tmp->stats.exp;
1005 }
1006
1007 switch(tmp->type) {
1008 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */
1010 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1012
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1017 }
1018 op->chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp);
1022 if(weapon_speed<0) weapon_speed = 0;
1023 weapon_weight=tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1025 if(tmp->magic) op->stats.dam += tmp->magic;
1026 }
1027 if(tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic);
1029
1030 if(tmp->slaying!=NULL) {
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying);
1034 }
1035
1036 if(tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic);
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1040 if (op->type == PLAYER)
1041 op->contr->ranges[range_skill] = op;
1042 break;
1043
1044 case SKILL_TOOL:
1045 if (op->chosen_skill) {
1046 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name);
1047 }
1048 op->chosen_skill = tmp;
1049 if (op->type == PLAYER)
1050 op->contr->ranges[range_skill] = op;
1051 break;
1052
1053 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000;
1056 case RING:
1057 case AMULET:
1058 case GIRDLE:
1059 case HELMET:
1060 case BOOTS:
1061 case GLOVES:
1062 case CLOAK:
1063 if(tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic);
1065 if(tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1067 if(tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic);
1069 break;
1070
1071 case WEAPON:
1072 wc-=(tmp->stats.wc+tmp->magic);
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1074 ac-=tmp->stats.ac+tmp->magic;
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1076 weapon_weight=tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1078 if(weapon_speed<0) weapon_speed=0;
1079 if(tmp->slaying!=NULL) {
1080 if (op->slaying != NULL)
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying);
1083 }
1084 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should
1086 * go.
1087 */
1088 op->current_weapon = tmp;
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
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
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 }
1106 if(tmp->stats.ac) {
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;
1119 } /* switch tmp->type */
1120 } /* item is equipped */
1121 } /* for loop of items */
1122
1123 /* 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.
1125 */
1126
1127 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'.
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 }
1139
1140 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level;
1143
1144 check_stat_bounds(&(op->stats));
1145 pl_level=op->level;
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 }
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} 1406}
1365 1407
1366/* 1408/*
1367 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1411 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1412 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1413 * false otherwise.
1372 */ 1414 */
1373 1415int
1374int allowed_class(const object *op) { 1416allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1417{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1418 return op->stats.Dex > 0
1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1424 && op->stats.Cha > 0;
1378} 1425}
1379 1426
1380/* 1427/*
1381 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1384 * 1431 */
1385 * Note that the title is written to 'own_title' in the 1432void
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) { 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1434{
1391 int atnr=-1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1436 int level = 0; /* highest level */
1393 int i; 1437 int i;
1394 1438
1395 /* Perhaps do something more clever? */ 1439 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1440 if (!abil || !skin)
1397 1441 return;
1442
1398 /* first, look for the highest level */ 1443 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1444 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1445 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1446 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1447 {
1402 level = abil->resist[i]; 1448 level = abil->resist[i];
1403 atnr = i; 1449 atnr = i;
1404 } 1450 }
1405 } 1451 }
1406 1452
1407 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1454 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1455 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; 1456 atnr = abil->stats.exp;
1412 1457
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1458 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1459 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]); 1460 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]); 1461 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]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1463 else
1464 {
1426 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50) 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]);
1433 }
1434 } 1469 }
1435 1470
1436 strcpy(pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1437} 1472}
1438 1473
1439/* 1474/*
1440 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1477 * or change the ability-focus.
1443 */ 1478 */
1479static void
1444void dragon_level_gain(object *who) { 1480dragon_level_gain (object *who)
1481{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1482 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1483 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1486
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1489 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1491 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1493 skin = tmp;
1457 } 1494
1458 }
1459 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1496 if (abil == NULL)
1461 1497 return;
1498
1462 /* The ability_force keeps track of maximum level ever achieved. 1499 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1500 * New abilties can only be gained by surpassing this max level
1464 */ 1501 */
1465 if (who->level > abil->level) { 1502 if (who->level > abil->level)
1503 {
1466 /* increase our focused ability */ 1504 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1505 abil->resist[abil->stats.exp]++;
1468
1469 1506
1507
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1508 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1509 {
1471 /* time to hand out a new ability-gift */ 1510 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1511 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.)); 1512 }
1474 } 1513
1475
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1514 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1515 {
1477 /* apply new ability focus */ 1516 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1517 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); 1518 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1519
1482 abil->stats.exp = abil->last_eat; 1520 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1521 abil->last_eat = 0;
1484 } 1522 }
1523
1524 abil->level = who->level;
1485 1525 }
1486 abil->level = who->level; 1526
1487 }
1488
1489 /* last but not least, set the new title for the dragon */ 1527 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1528 set_dragon_name (who, abil, skin);
1491} 1529}
1492 1530
1493/* Handy function - given the skill name skill_name, we find the skill 1531/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1532 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1533 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1534 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1535 * want to do something with it immediately.
1498 */ 1536 */
1537object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1538give_skill_by_name (object *op, const char *skill_name)
1500{ 1539{
1501 object *skill_obj; 1540 object *skill_obj;
1502 1541
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1543 if (!skill_obj)
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL;
1507 } 1544 {
1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1546 return NULL;
1547 }
1548
1508 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1550 * still doesn't know it.
1510 */ 1551 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1554 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1555 op->insert (skill_obj);
1515 if (op->contr) { 1556
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1557 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1558 pl->link_skills ();
1518 } 1559
1519 return skill_obj; 1560 return skill_obj;
1520} 1561}
1521
1522 1562
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1566 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1567 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1568 * (eg, skill)
1529 */ 1569 */
1570void
1530void player_lvl_adj(object *who, object *op) { 1571player_lvl_adj (object *who, object *op)
1572{
1531 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1532 1574 bool changed = false;
1575
1533 if(!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1534 op = who; 1577 op = who;
1535 1578
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1580 {
1581 changed = true;
1582
1537 op->level++; 1583 op->level++;
1538 1584
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1586 dragon_level_gain (who);
1541 1587
1542 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1590 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1591 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); 1592 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; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1547 } 1594 }
1548 1595
1549 fix_player(who); 1596 if (op->level > 1)
1550 if(op->level>1) { 1597 {
1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1606 sprintf (buf, "You are now level %d.", op->level);
1607 }
1608
1609 if (who)
1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1611 }
1612 }
1613
1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1615 {
1616 changed = true;
1617
1618 op->level--;
1619
1551 if (op->type!=PLAYER) 1620 if (op->type != PLAYER)
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1621 {
1553 else
1554 sprintf(buf,"You are now level %d.",op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 }
1557 player_lvl_adj(who,op); /* To increase more levels */
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
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); 1622 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); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1564 } 1624 }
1565 player_lvl_adj(who,op); /* To decrease more levels */
1566 } 1625 }
1567 /* check if the spell data has changed */ 1626
1568 esrv_update_spells(who->contr); 1627 if (changed)
1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1629}
1570 1630
1571/* 1631/*
1572 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1574 */ 1634 */
1575 1635
1636sint64
1576sint64 level_exp(int level,double expmul) { 1637level_exp (int level, double expmul)
1638{
1577 if (level > settings.max_level) 1639 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1579 return (sint64) (expmul * levels[level]); 1642 return (sint64) (expmul * levels[level]);
1580} 1643}
1581 1644
1582/* 1645/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1646 * 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 1647 * 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 1648 * 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, 1649 * 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. 1650 * this can now work on a much larger set of objects.
1588 */ 1651 */
1652void
1589void calc_perm_exp(object *op) 1653calc_perm_exp (object *op)
1590{ 1654{
1591 int p_exp_min; 1655 int p_exp_min;
1592 1656
1593 /* Ensure that our permanent experience minimum is met. 1657 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1658 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1659 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1660 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1661
1598 if (op->perm_exp < p_exp_min) 1662 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1663 op->perm_exp = p_exp_min;
1600 1664
1601 /* Cap permanent experience. */ 1665 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1666 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1667 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1668 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1669 op->perm_exp = MAX_EXPERIENCE;
1606} 1670}
1607
1608 1671
1609/* Add experience to a player - exp should only be positive. 1672/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1673 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1674 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1675 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1676 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1615 */ 1678 */
1616 1679static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1681{
1619 object *skill_obj=NULL; 1682 object *skill_obj;
1620 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1621 int i; 1684 int i;
1622 1685
1623 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1687 if (op->contr->braced)
1688 exp /= 5;
1625 1689
1626 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1693 * the players inventory.
1630 */ 1694 */
1695 skill_obj = 0;
1696
1631 if (skill_name) { 1697 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1698 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1699 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 1700
1643 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1702 * it to the player if necessary
1645 */ 1703 */
1646 if (!skill_obj) { 1704 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return; 1705 {
1706 if (flag == SK_EXP_NONE)
1707 return;
1708
1648 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1711 }
1650 } 1712 }
1651 } 1713
1714 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1715 {
1653
1654 /* Basically, you can never gain more experience in one shot 1716 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1717 * than half what you need to gain for next level.
1656 */ 1718 */
1657 exp_to_add = exp; 1719 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1720 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1721 if (exp_to_add > limit)
1722 exp_to_add = limit;
1660 1723
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1724 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1725 if (settings.permanent_exp_ratio)
1726 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1727 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); 1728 calc_perm_exp (op);
1665 } 1729 }
1666 1730
1667 player_lvl_adj(op,NULL); 1731 player_lvl_adj (op, NULL);
1732 }
1733
1668 if (skill_obj) { 1734 if (skill_obj)
1735 {
1669 exp_to_add = exp; 1736 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1737 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1738 if (exp_to_add > limit)
1739 exp_to_add = limit;
1740
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1741 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1742 if (settings.permanent_exp_ratio)
1743 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1744 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1745 calc_perm_exp (skill_obj);
1676 } 1746 }
1747
1677 player_lvl_adj(op,skill_obj); 1748 player_lvl_adj (op, skill_obj);
1678 } 1749 }
1679} 1750}
1680 1751
1681/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1688 */ 1759 */
1760static sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1690{ 1762{
1691 sint64 del_exp; 1763 sint64 del_exp;
1692 1764
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1765 if (exp > op->stats.exp)
1766 exp = op->stats.exp;
1767
1694 if (settings.permanent_exp_ratio) { 1768 if (settings.permanent_exp_ratio)
1769 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1771
1697 if (exp > del_exp) exp=del_exp; 1772 if (del_exp < 0)
1773 del_exp = 0;
1774
1775 if (exp > del_exp)
1776 exp = del_exp;
1698 } 1777 }
1778
1699 return exp; 1779 return exp;
1700} 1780}
1701 1781
1782sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1703{ 1784{
1785 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1786 return check_exp_loss (op, exp);
1787 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1789}
1707
1708 1790
1709/* Subtracts experience from player. 1791/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1794 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1798 * 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. 1799 * 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 1800 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1801 * a postive number.
1720 */ 1802 */
1803static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1804subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1722{ 1805{
1723 float fraction = (float) exp/(float) op->stats.exp; 1806 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1807 object *tmp;
1725 sint64 del_exp; 1808 sint64 del_exp;
1726 1809
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1811 if (tmp->type == SKILL && tmp->stats.exp)
1812 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1814 {
1730 del_exp = check_exp_loss(tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1817 player_lvl_adj (op, tmp);
1818 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1819 else if (flag != SK_SUBTRACT_SKILL_EXP)
1820 {
1734 /* only want to process other skills if we are not trying 1821 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1822 * to match a specific skill.
1736 */ 1823 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1738 tmp->stats.exp -= del_exp; 1825 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1826 player_lvl_adj (op, tmp);
1827 }
1740 } 1828 }
1741 } 1829
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1830 if (flag != SK_SUBTRACT_SKILL_EXP)
1831 {
1743 del_exp = check_exp_loss(op, exp); 1832 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1833 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1834 player_lvl_adj (op, NULL);
1746 } 1835 }
1747} 1836}
1748
1749
1750 1837
1751/* change_exp() - changes experience to a player/monster. This 1838/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1839 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1840 *
1754 * The exp passed is typically not modified much by this function - 1841 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1842 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1843 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1844 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1845 * these last two values are only used for players.
1759 */ 1846 */
1760 1847void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1848change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1762 1849{
1763#ifdef EXP_DEBUG 1850#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); 1851 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1852#endif
1769#endif
1770 1853
1771 /* safety */ 1854 /* safety */
1772 if(!op) { 1855 if (!op)
1856 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1857 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1858 return;
1775 } 1859 }
1776 1860
1777 /* if no change in exp, just return - most of the below code 1861 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1862 * won't do anything if the value is 0 anyways.
1779 */ 1863 */
1780 if (exp == 0) return; 1864 if (exp == 0)
1865 return;
1781 1866
1782 /* Monsters are easy - we just adjust their exp - we 1867 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1868 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1869 * the exp they have - the monsters exp represents what its
1785 * worth. 1870 * worth.
1786 */ 1871 */
1787 if(op->type != PLAYER) { 1872 if (op->type != PLAYER)
1873 {
1788 /* Sanity check */ 1874 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1875 if (!QUERY_FLAG (op, FLAG_ALIVE))
1876 return;
1790 1877
1791 /* reset exp to max allowed value. We subtract from 1878 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1879 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1880 * more than max exp, just return.
1794 */ 1881 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) { 1882 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1883 {
1796 exp = MAX_EXPERIENCE - op->stats.exp; 1884 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return; 1885 if (exp < 0)
1798 } 1886 return;
1887 }
1799 1888
1800 op->stats.exp += exp; 1889 op->stats.exp += exp;
1801 } 1890 }
1802 else { /* Players only */ 1891 else
1803 if(exp>0) 1892 { /* Players only */
1893 if (exp > 0)
1804 add_player_exp(op, exp, skill_name, flag); 1894 add_player_exp (op, exp, skill_name, flag);
1805 else 1895 else
1806 /* note that when you lose exp, it doesn't go against 1896 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that 1897 * a particular skill, so we don't need to pass that
1808 * along. 1898 * along.
1809 */ 1899 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1900 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1901 }
1813} 1902}
1814 1903
1815/* Applies a death penalty experience, the size of this is defined by the 1904/* 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 1905 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1907 */
1819 1908void
1820void apply_death_exp_penalty(object *op) { 1909apply_death_exp_penalty (object *op)
1821 object *tmp; 1910{
1822 sint64 loss; 1911 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1914
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1916 if (tmp->type == SKILL && tmp->stats.exp)
1828 1917 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1918 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)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1831 1920
1832 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1924 * tables is a lot harder.
1836 */ 1925 */
1837 if (level_loss < 0) level_loss = 0; 1926 if (level_loss < 0)
1927 level_loss = 0;
1838 1928
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1930
1841 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1932 player_lvl_adj (op, tmp);
1843 } 1933 }
1844 1934
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1935 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)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1937
1938 if (level_loss < 0)
1939 level_loss = 0;
1940
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1942
1850 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1944 player_lvl_adj (op, NULL);
1852} 1945}
1853 1946
1854/* This function takes an object (monster/player, op), and 1947/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1948 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1949 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1950 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1951 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1952 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1953 */
1954int
1861int did_make_save(const object *op, int level, int bonus) 1955did_make_save (const object *op, int level, int bonus)
1862{ 1956{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1957 if (level > MAX_SAVE_LEVEL)
1958 level = MAX_SAVE_LEVEL;
1864 1959
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1960 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1961 return 0;
1962
1963 return 1;
1868} 1964}
1869

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