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Comparing deliantra/server/common/living.C (file contents):
Revision 1.3 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.3 2006/08/29 08:01:35 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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()
147*/ 142*/
148 143
149#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
150 145
151/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 162
174#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
164
175/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 167 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 168 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 169 * and instead did_make_save should be used instead.
180 */ 170 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 171static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 172 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 173 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, 174 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, 175 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, 176 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, 177 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, 1 178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 179};
190 180
191const char *const attacks[NROFATTACKS] = { 181const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 182 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 186 "life stealing"
197}; 187};
198 188
199static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 191 "You're feeling clumsy!",
202 "You feel less healthy", 192 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 197};
208const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 199 "You feel your strength return.",
210 "You feel your agility return.", 200 "You feel your agility return.",
211 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
212 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 206};
217const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 208 "You feel stronger.",
219 "You feel more agile.", 209 "You feel more agile.",
220 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
221 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 215};
226const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 217 "You feel weaker!",
228 "You feel clumsy!", 218 "You feel clumsy!",
229 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
230 "You lose some of your memory!", 221 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 222 "You feel less potent!",
223 "You look ugly!",
234}; 224};
235 225
236const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 228};
239 229
240const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 232};
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}
275 233
276/* 234/*
277 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 236 * is added to the specified stat.
279 */ 237 */
280
281void 238void
282change_attr_value(living *stats,int attr,sint8 value) { 239change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 240{
284 switch(attr) { 241 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} 242}
335 243
336/* 244/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 246 * 1-30 stat limit.
339 */ 247 */
340 248void
341void check_stat_bounds(living *stats) { 249check_stat_bounds (living *stats)
342 int i,v; 250{
343 for(i=0;i<NUM_STATS;i++) 251 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 252 {
345 set_attr_value(stats,i,MAX_STAT); 253 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 255 }
348} 256}
349 257
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 259
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* 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 261 * 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. 262 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 263 */
356#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 266
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
360/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 270 * the object.
362 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 272 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 278 * that gives them that ability.
370 */ 279 */
280int
371int change_abil(object *op, object *tmp) { 281change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 282{
373 object refop; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
374 char message[MAX_BUF]; 285 char message[MAX_BUF];
375 int potion_max=0; 286 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));
382 287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
300
386 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 302 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 304 int i = tmp->stats.stat (j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* 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 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
403 } 322 }
404 if (nstat != ostat) { 323 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 324 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 326 potion_max = 1;
411 } 327 }
412 } 328 }
329
413 /* This section of code ups the characters normal stats also. I am not 330 /* 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 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
447 success=1; 367 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 369 }
370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 372 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 373 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 375 }
376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 378 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 379 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 381 }
382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 384 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 385 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != prev_move_type)
396 {
473 success=1; 397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 414 }
415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 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 } 418 }
496 419
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 421 * originally undead may change their status
499 */ 422 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
502 success=1; 426 success = 1;
503 if(flag>0) { 427 if (flag > 0)
504 if(op->race) free_string(op->race); 428 {
505 op->race=add_string("undead"); 429 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431 }
507 } else { 432 else
508 if(op->race) free_string(op->race); 433 {
509 if(op->arch->clone.race) 434 op->race = op->arch->race;
510 op->race=add_string(op->arch->clone.race);
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
437 }
438
439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 {
441 success = 1;
442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 {
447 success = 1;
448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 }
450
451 /* blinded you can tell if more blinded since blinded player has minimal
452 * vision
453 */
454 if (tmp->flag [FLAG_BLIND])
455 {
456 success = 1;
457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461 else
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 op->set_flag (FLAG_BLIND);
465 if (op->type == PLAYER)
466 op->contr->do_los = 1;
514 } 467 }
515 } 468 }
516 469 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 470 {
518 success=1; 471 if (op->flag [FLAG_WIZ])
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 473 else
474 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
536 if(op->type==PLAYER) 477 if (op->type == PLAYER)
537 op->contr->do_los=1; 478 op->contr->do_los = 1;
538 } 479 }
539 } else { 480 }
540 if(QUERY_FLAG(op,FLAG_WIZ)) 481 }
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 482
483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 {
485 success = 1;
486 if (op->type == PLAYER)
487 op->contr->do_los = 1;
488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 }
490
491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 498 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 499 {
544 CLEAR_FLAG(op,FLAG_BLIND); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 501 if (op->type == PLAYER)
546 op->contr->do_los=1; 502 op->contr->do_los = 1;
547 } 503 }
548 } 504 }
549 } 505 else
550 506 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 507 if (op->flag [FLAG_WIZ])
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 509 else
510 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 512 if (op->type == PLAYER)
566 op->contr->do_los=1; 513 op->contr->do_los = 1;
567 } 514 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 } 515 }
576 }
577 } 516 }
578 517
579 if(tmp->stats.luck) { 518 if (tmp->stats.luck)
519 {
580 success=1; 520 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
582 } 525 {
583
584 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
585 success=1; 528 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!"); 530 }
588 }
589 531
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER
533 && tmp->type != SKILL && tmp->type != BOW)
534 {
591 success=1; 535 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
593 "You suddenly feel very mundane."); 537 }
594 }
595 538
596 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
598 success=1; 542 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy."); 544 }
601 }
602 545
603 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
604 success=1; 548 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
606 "You feel your digestion speeding up."); 550 }
607 } 551 }
608 552
609 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
613 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
614 success=1; 561 success = 1;
562
615 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
617 change_resist_msg[i], op->resist[i]);
618 else 565 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
620 change_resist_msg[i], op->resist[i]); 567
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
623 } 575 {
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; 576 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 } 578 }
632 } 579
633 }
634 return success; 580 return success;
635} 581}
636 582
637/* 583/*
638 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 586 */
641 587void
642void drain_stat(object *op) { 588object::drain_stat ()
589{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
644} 591}
645 592
593void
646void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
647 object *tmp; 596 object *tmp;
648 archetype *at; 597 archetype *at;
649 598
650 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
651 if (!at) { 600 if (!at)
601 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 603 return;
604 }
654 } else { 605 else
606 {
655 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
656 if (!tmp) { 609 if (!tmp)
657 tmp = arch_to_object(at); 610 {
611 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
660 } 614 }
661 } 615 }
662 616
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 619 update_stats ();
666} 620}
667 621
668/* 622/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 624 * via an applied bad_luck object.
671 */ 625 */
672 626void
673void change_luck(object *op, int value) { 627object::change_luck (int value)
674 object *tmp; 628{
675 archetype *at; 629 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 630 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 632 else
633 {
682 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
683 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
684 if (!value) 646 if (value)
685 return; 647 {
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 648 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 650 * in op itself).
694 */ 651 */
695 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
696 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
697 op->stats.luck+=value; 656 stats.luck += value;
698 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
699 } 659 }
700 } else { 660 else
661 {
701 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
702 return; 663 return;
703 } 664
704 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
706 */ 667 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
708 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
709 op->stats.luck += diff; 672 stats.luck += diff;
710 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
711 } 675 }
712 }
713 } 676 }
714} 677}
715 678
716/* 679/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 681 */
719 682void
720void remove_statbonus(object *op) { 683object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 684{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 686 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 690 }
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} 691}
736 692
737/* 693/*
738 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 695 */
740 696void
741void add_statbonus(object *op) { 697object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 698{
743 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 700 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
757 720
758/* 721/*
759 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
764 */ 727 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
767 */ 730 */
768 731void
769void fix_player(object *op) { 732object::update_stats ()
770 int i,j; 733{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
777 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
778 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 746 if (type == PLAYER)
747 {
748 contr->delayed_update = false;
749
780 for(i=0;i<NUM_STATS;i++) { 750 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
782 } 752
783 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 754 contr->encumbrance = 0;
785 755
786 op->attacktype=0; 756 attacktype = 0;
757
787 op->contr->digestion = 0; 758 contr->digestion = 0;
788 op->contr->gen_hp = 0; 759 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 760 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 761 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 763 contr->item_power = 0;
764 }
793 765
794 /* Don't clobber all the range_ values. range_golem otherwise 766 for (int i = NUM_BODY_LOCATIONS; i--; )
795 * gets reset for no good reason, and we don't want to reset 767 slot[i].used = slot[i].info;
796 * range_magic (what spell is readied). These three below 768
797 * well get filled in based on what the player has equipped. 769 slaying = 0;
798 */ 770
799 op->contr->ranges[range_bow] = NULL; 771 if (!this->flag [FLAG_WIZ])
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 772 {
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info)); 773 this->clr_flag (FLAG_XRAYS);
804 774 this->clr_flag (FLAG_MAKE_INVIS);
805 if(op->slaying!=NULL) {
806 free_string(op->slaying);
807 op->slaying=NULL;
808 } 775 }
809 if(!QUERY_FLAG(op,FLAG_WIZ)) {
810 CLEAR_FLAG(op, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
812 }
813 776
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 779 this->clr_flag (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);
825 780
826 op->path_attuned=op->arch->clone.path_attuned; 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 785
786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
791
833 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
834 * archetype clone 793 * archetype clone
794 */
795 memcpy (&resist, &arch->resist, sizeof (resist));
796
797 for (int i = 0; i < NROFATTACKS; i++)
798 {
799 if (resist[i] > 0)
800 prot[i] = resist[i], vuln[i] = 0;
801 else
802 vuln[i] = -resist[i], prot[i] = 0;
803
804 potion_resist[i] = -1000;
805 }
806
807 wc = arch->stats.wc;
808 stats.dam = arch->stats.dam;
809
810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
811 * plus a small amount of physical resist, those poor suckers. ;)
812 * the fact that maxlevel is factored in could be considered sort of bogus -
813 * we should probably give them some bonus and cap it off - otherwise,
814 * basically, if a server updates its max level, these playes may find
815 * that their protection from physical goes down
816 */
817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
818 {
819 ac = max (-10, arch->stats.ac - level / 3);
820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
821 }
822 else
823 ac = arch->stats.ac;
824
825 stats.luck = arch->stats.luck;
826 speed = arch->speed;
827
828 chosen_skill = 0;
829
830 /* OK - we've reset most all the objects attributes to sane values.
831 * now go through and make adjustments for what the player has equipped.
832 */
833 for (tmp = inv; tmp; tmp = tmp->below)
834 {
835 /* This happens because apply_potion calls change_abil with the potion
836 * applied so we can tell the player what changed. But change_abil
837 * then calls this function.
835 */ 838 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
840 continue;
841
842 glow_radius += tmp->glow_radius;
843
844 /* For some things, we don't care what is equipped */
845 if (tmp->type == SKILL)
846 {
847 /* Want to take the highest skill here. */
848 if (IS_MANA_SKILL (tmp->subtype))
849 {
850 if (!mana_obj)
851 mana_obj = tmp;
852 else if (tmp->level > mana_obj->level)
853 mana_obj = tmp;
854 }
855
856 if (IS_GRACE_SKILL (tmp->subtype))
857 {
858 if (!grace_obj)
859 grace_obj = tmp;
860 else if (tmp->level > grace_obj->level)
861 grace_obj = tmp;
862 }
863 }
864
865 /* Container objects are not meant to adjust players, but other applied
866 * objects need to make adjustments.
867 * This block should handle all player specific changes
868 * The check for Praying is a bit of a hack - god given bonuses are put
869 * in the praying skill, and the player should always get those.
870 * It also means we need to put in additional checks for applied below,
871 * because the skill shouldn't count against body positions being used
872 * up, etc.
873 */
874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 {
880 if (type == PLAYER)
881 {
882 contr->item_power += tmp->item_power;
883
884 for (int i = 0; i < NUM_STATS; i++)
885 stat_sum [i] += tmp->stats.stat (i);
886
887 if (digest_types [tmp->type])
888 {
889 contr->digestion += tmp->stats.food;
890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 }
896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
902
903 /* Update slots used for items */
904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
928 {
929 attacktype |= tmp->attacktype;
930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
935 }
936
937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
944 {
945 set_flag (FLAG_MAKE_INVIS);
946 invisible = 1;
947 }
948
949 if (tmp->stats.exp && tmp->type != SKILL)
950 {
951 if (tmp->stats.exp > 0)
952 {
953 added_speed += tmp->stats.exp / 3.f;
954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 }
956 else
957 added_speed += tmp->stats.exp;
958 }
959
960 switch (tmp->type)
961 {
962 case SKILL:
963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
978 chosen_skill = tmp;
979
980 if (tmp->stats.dam > 0)
981 { /* skill is a 'weapon' */
982 if (!this->flag [FLAG_READY_WEAPON])
983 weapon_speed = max (0, WEAPON_SPEED (tmp));
984
985 weapon_weight = tmp->weight;
986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
988 if (tmp->magic)
989 stats.dam += tmp->magic;
990 }
991
992 if (tmp->stats.wc)
993 wc -= tmp->stats.wc + tmp->magic;
994
995 if (tmp->slaying)
996 slaying = tmp->slaying;
997
998 if (tmp->stats.ac)
999 ac -= tmp->stats.ac + tmp->magic;
1000
1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1011 case RING:
1012 case AMULET:
1013 case GIRDLE:
1014 case HELMET:
1015 case BOOTS:
1016 case GLOVES:
1017 case CLOAK:
1018 if (tmp->stats.wc)
1019 wc -= tmp->stats.wc + tmp->magic;
1020
1021 if (tmp->stats.dam)
1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1024 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic;
1026
1027 break;
1028
1029 case RANGED:
1030 case BOW:
1031 case WEAPON:
1032 wc -= tmp->stats.wc + tmp->magic;
1033
1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035 ac -= tmp->stats.ac + tmp->magic;
1036
1037 stats.dam += tmp->stats.dam + tmp->magic;
1038 weapon_weight = tmp->weight;
1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1041 if (weapon_speed < 0)
1042 weapon_speed = 0;
1043
1044 slaying = tmp->slaying;
1045
1046 /* If there is desire that two handed weapons should do
1047 * extra strength damage, this is where the code should
1048 * go.
1049 */
1050
1051 if (type == PLAYER)
1052 if (settings.spell_encumbrance)
1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1054
1055 break;
1056
1057 case ARMOUR: /* Only the best of these three are used: */
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1060
1061 case BRACERS:
1062 case FORCE:
1063 if (tmp->stats.wc)
1064 {
1065 if (best_wc < tmp->stats.wc + tmp->magic)
1066 {
1067 wc += best_wc;
1068 best_wc = tmp->stats.wc + tmp->magic;
1069 }
1070 else
1071 wc += tmp->stats.wc + tmp->magic;
1072 }
1073
1074 if (tmp->stats.ac)
1075 {
1076 if (best_ac < tmp->stats.ac + tmp->magic)
1077 {
1078 ac += best_ac; /* Remove last bonus */
1079 best_ac = tmp->stats.ac + tmp->magic;
1080 }
1081 else /* To nullify the below effect */
1082 ac += tmp->stats.ac + tmp->magic;
1083 }
1084
1085 if (tmp->stats.wc)
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 if (ARMOUR_SPEED (tmp))
1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1094 break;
1095 } /* switch tmp->type */
1096 } /* item is equipped */
1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1101 /* We've gone through all the objects the player has equipped. For many things, we
1102 * have generated intermediate values which we now need to assign.
1103 */
1104
1105 /* 'total resistance = total protections - total vulnerabilities'.
1106 * If there is an uncursed potion in effect, granting more protection
1107 * than that, we take: 'total resistance = resistance from potion'.
1108 * If there is a cursed (and no uncursed) potion in effect, we take
1109 * 'total resistance = vulnerability from cursed potion'.
1110 */
1111 for (int i = 0; i < NROFATTACKS; i++)
1112 {
1113 resist[i] = prot[i] - vuln[i];
1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1131 int pl_level;
1132
1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1134
1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1137 */
1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1140 {
1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1143 if (i % 2 && con_bonus[stats.Con] % 2)
1144 if (con_bonus[stats.Con] > 0)
1145 j++;
1146 else
1147 j--;
1148
1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1150 }
1151
1152 stats.maxhp += 2 * max (0, level - 10);
1153
1154 if (stats.hp > stats.maxhp)
1155 stats.hp = stats.maxhp;
1156
1157 /* Sp gain is controlled by the level of the player's
1158 * relevant experience object (mana_obj, see above)
1159 */
1160 /* following happen when skills system is not used */
1161 if (!mana_obj)
1162 mana_obj = this;
1163
1164 if (!grace_obj)
1165 grace_obj = this;
1166
1167 /* set maxsp */
1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1169 mana_obj = this;
1170
1171 if (mana_obj == this && type == PLAYER)
1172 stats.maxsp = 1;
1173 else
1174 {
1175 float sp_tmp = 0.f;
1176
1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1178 {
1179 float stmp;
1180
1181 /* Got some extra bonus at first level */
1182 if (i < 2)
1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1184 else
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1186
1187 sp_tmp += max (1.f, stmp);
1188 }
1189
1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1191 }
1192
1193 /* Characters can get their sp supercharged via rune of transferrance */
1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1195
1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1198 grace_obj = this;
1199
1200 if (grace_obj == this && type == PLAYER)
1201 stats.maxgrace = 1;
1202 else
1203 {
1204 /* store grace in a float - this way, the divisions below don't create
1205 * big jumps when you go from level to level - with int's, it then
1206 * becomes big jumps when the sums of the bonuses jump to the next
1207 * step of 8 - with floats, even fractional ones are useful.
1208 */
1209 float sp_tmp = 0.f;
1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1212 {
1213 float grace_tmp = 0.f;
1214
1215 /* Got some extra bonus at first level */
1216 if (i < 2)
1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1218 else
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1220
1221 sp_tmp += max (1.f, grace_tmp);
1222 }
1223
1224 /* two grace points per level after 10 */
1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1226 }
1227
1228 /* No limit on grace vs maxgrace */
1229
1230 if (contr->braced)
1231 {
1232 ac += 2;
1233 wc += 4;
1234 }
1235 else
1236 ac -= dex_bonus[stats.Dex];
1237
1238 /* In new exp/skills system, wc bonuses are related to
1239 * the players level in a relevant exp object (wc_obj)
1240 * not the general player level -b.t.
1241 * I changed this slightly so that wc bonuses are better
1242 * than before. This is to balance out the fact that
1243 * the player no longer gets a personal weapon w/ 1
1244 * improvement every level, now its fighterlevel/5. So
1245 * we give the player a bonus here in wc and dam
1246 * to make up for the change. Note that I left the
1247 * monster bonus the same as before. -b.t.
1248 */
1249 object *wc_obj = chosen_skill;
1250
1251 if (contr && wc_obj && wc_obj->level > 1)
1252 {
1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1255 for (int i = 1; i < wc_obj->level; i++)
1256 {
1257 /* additional wc every 6 levels */
1258 if (!(i % 6))
1259 wc--;
1260
1261 /* additional dam every 4 levels. */
1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1264 }
1265 }
1266 else
1267 wc -= level + thaco_bonus[stats.Str];
1268
1269 stats.dam += dam_bonus[stats.Str];
1270
1271 if (stats.dam < 1)
1272 stats.dam = 1;
1273
1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1276 if (settings.search_items && contr->search_str[0])
1277 speed -= 1;
1278 } /* End if player */
1279
1280 if (added_speed >= 0)
1281 speed += added_speed / 10.f;
1282 else /* Something wrong here...: */
1283 speed /= 1.f - added_speed;
1284
1285 /* Max is determined by armour */
1286 speed = min (speed, max_speed);
1287
1288 if (type == PLAYER)
1289 {
1290 /* f is a number the represents the number of kg above (positive num)
1291 * or below (negative number) that the player is carrying. If above
1292 * weight limit, then player suffers a speed reduction based on how
1293 * much above he is, and what is max carry is
1294 */
1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1296 if (f > 0.f)
1297 speed /= (1.f + f / max_carry[stats.Str]);
1298 }
1299
1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1302
1303 /* Put a lower limit on speed. Note with this speed, you move once every
1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1305 */
1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1307
1308 if (speed != old_speed)
1309 set_speed (speed);
1310
1311 if (type == PLAYER)
1312 {
1313 /* (This formula was made by vidarl@ifi.uio.no)
1314 * Note that we never used these values again - basically
1315 * all of these could be subbed into one big equation, but
1316 * that would just be a real pain to read.
1317 */
1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1319 float M2 = max_carry[stats.Str] / 100.f;
1320 float W = weapon_weight / 20000.f;
1321 float s = (20 - weapon_speed) / 10.f;
1322 float D = (stats.Dex - 14) / 14.f;
1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1327 if (K <= 0.01f)
1328 K = 0.01f;
1329
1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 }
1332
1333 /* I want to limit the power of small monsters with big weapons: */
1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1335 stats.dam = arch->stats.dam * 3;
1336
1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339
1340 /* if for some reason the creature doesn't have any move type,
1341 * give them walking as a default.
1342 * The second case is a special case - to more closely mimic the
1343 * old behaviour - if your flying, your not walking - just
1344 * one or the other.
1345 */
1346 if (move_type == 0)
1347 move_type = MOVE_WALK;
1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1349 move_type &= ~MOVE_WALK;
1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1355 /* It is quite possible that a player's spell costing might have changed,
1356 * so we will check that now.
1357 */
1358 if (is_player ())
1359 contr->update_spells ();
1360
1361 // update the mapspace, if we are on a map
1362 if (!flag [FLAG_REMOVED] && map)
1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
837 1370
838 for (i=0;i<NROFATTACKS;i++) { 1371 if (is_on_map ())
839 if (op->resist[i] > 0) 1372 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1373 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1374 {
845 1375 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1376
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1377 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1378 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 } 1379 }
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 }
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} 1380}
1365 1381
1366/* 1382/*
1367 * Returns true if the given player is a legal class. 1383 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1384 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1385 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1386 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1387 * false otherwise.
1372 */ 1388 */
1373 1389int
1374int allowed_class(const object *op) { 1390allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1391{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1392 return op->stats.Dex > 0
1393 && op->stats.Str > 0
1394 && op->stats.Con > 0
1395 && op->stats.Int > 0
1396 && op->stats.Wis > 0
1397 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1398 && op->stats.Cha > 0;
1378} 1399}
1379 1400
1380/* 1401/*
1381 * set the new dragon name after gaining levels or 1402 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1403 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1404 * eventually change the player's face and animation)
1384 * 1405 */
1385 * Note that the title is written to 'own_title' in the 1406void
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) { 1407set_dragon_name (object *pl, const object *abil, const object *skin)
1408{
1391 int atnr=-1; /* attacknumber of highest level */ 1409 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1410 int level = 0; /* highest level */
1393 int i; 1411 int i;
1394 1412
1395 /* Perhaps do something more clever? */ 1413 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1414 if (!abil || !skin)
1397 1415 return;
1416
1398 /* first, look for the highest level */ 1417 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1418 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1419 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1420 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1421 {
1402 level = abil->resist[i]; 1422 level = abil->resist[i];
1403 atnr = i; 1423 atnr = i;
1404 } 1424 }
1405 } 1425 }
1406 1426
1407 /* now if there are equals at highest level, pick the one with focus, 1427 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1428 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1429 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; 1430 atnr = abil->stats.exp;
1412 1431
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1432 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1433 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]); 1434 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]); 1435 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]); 1436 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1437 else
1438 {
1426 /* special titles for extra high resistance! */ 1439 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1440 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1429 else if (skin->resist[atnr] > 50)
1430 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1441 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1431 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1442 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1433 }
1434 } 1443 }
1435 1444
1436 strcpy(pl->contr->own_title, ""); 1445 strcpy (pl->contr->own_title, "");
1437} 1446}
1438 1447
1439/* 1448/*
1440 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1451 * or change the ability-focus.
1443 */ 1452 */
1453static void
1444void dragon_level_gain(object *who) { 1454dragon_level_gain (object *who)
1455{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1456 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1457 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1459 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1460
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1461 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1462 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1463 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1464 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1465 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1466 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1467 skin = tmp;
1457 } 1468
1458 }
1459 /* if the force is missing -> bail out */ 1469 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1470 if (abil == NULL)
1461 1471 return;
1472
1462 /* The ability_force keeps track of maximum level ever achieved. 1473 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1474 * New abilties can only be gained by surpassing this max level
1464 */ 1475 */
1465 if (who->level > abil->level) { 1476 if (who->level > abil->level)
1477 {
1466 /* increase our focused ability */ 1478 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1479 abil->resist[abil->stats.exp]++;
1468
1469 1480
1481
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1482 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1483 {
1471 /* time to hand out a new ability-gift */ 1484 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1485 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1473 (int)((1+abil->resist[abil->stats.exp])/5.));
1474 } 1486 }
1475 1487
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1488 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1489 {
1477 /* apply new ability focus */ 1490 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1491 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); 1492 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1493
1482 abil->stats.exp = abil->last_eat; 1494 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1495 abil->last_eat = 0;
1484 } 1496 }
1485 1497
1486 abil->level = who->level; 1498 abil->level = who->level;
1487 } 1499 }
1488 1500
1489 /* last but not least, set the new title for the dragon */ 1501 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1502 set_dragon_name (who, abil, skin);
1491} 1503}
1492 1504
1493/* Handy function - given the skill name skill_name, we find the skill 1505/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1506 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1507 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1508 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1509 * want to do something with it immediately.
1498 */ 1510 */
1511object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1512give_skill_by_name (object *op, const char *skill_name)
1500{ 1513{
1501 object *skill_obj; 1514 object *skill_obj;
1502 1515
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1516 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1517 if (!skill_obj)
1518 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1519 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1506 return NULL; 1520 return NULL;
1507 } 1521 }
1522
1508 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1524 * still doesn't know it.
1510 */ 1525 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1528 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1529 op->insert (skill_obj);
1515 if (op->contr) { 1530
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1531 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1532 pl->link_skills ();
1518 } 1533
1519 return skill_obj; 1534 return skill_obj;
1520} 1535}
1521
1522 1536
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1537/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1538 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1539 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1540 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1541 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1542 * (eg, skill)
1529 */ 1543 */
1544void
1530void player_lvl_adj(object *who, object *op) { 1545player_lvl_adj (object *who, object *op)
1546{
1531 char buf[MAX_BUF]; 1547 char buf[MAX_BUF];
1532 1548 bool changed = false;
1549
1533 if(!op) /* when rolling stats */ 1550 if (!op) /* when rolling stats */
1534 op = who; 1551 op = who;
1535 1552
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1553 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1554 {
1555 changed = true;
1556
1537 op->level++; 1557 op->level++;
1538 1558
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1560 dragon_level_gain (who);
1541 1561
1542 /* Only roll these if it is the player (who) that gained the level */ 1562 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1564 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1565 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); 1566 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; 1567 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1568 }
1569
1570 if (op->level > 1)
1547 } 1571 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1572 if (op->type != PLAYER)
1573 {
1574 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1575 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1576 }
1553 else 1577 else
1578 {
1579 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1580 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1581 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1582
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1583 if (who)
1559 op->level--;
1560 fix_player(who);
1561 if(op->type!=PLAYER) {
1562 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name);
1563 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1584 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1585 }
1586 }
1587
1588 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1589 {
1590 changed = true;
1591
1592 op->level--;
1593
1594 if (op->type != PLAYER)
1564 } 1595 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1596 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1598 }
1566 } 1599 }
1567 /* check if the spell data has changed */ 1600
1568 esrv_update_spells(who->contr); 1601 if (changed)
1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1603}
1570 1604
1571/* 1605/*
1572 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1574 */ 1608 */
1575 1609
1610sint64
1576sint64 level_exp(int level,double expmul) { 1611level_exp (int level, double expmul)
1577 if (level > settings.max_level) 1612{
1578 return (sint64) (expmul * levels[settings.max_level]); 1613 return expmul * level_to_min_exp (level);
1579 return (sint64) (expmul * levels[level]);
1580} 1614}
1581 1615
1582/* 1616/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1617 * 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 1618 * 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 1619 * 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, 1620 * 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. 1621 * this can now work on a much larger set of objects.
1588 */ 1622 */
1623void
1589void calc_perm_exp(object *op) 1624calc_perm_exp (object *op)
1590{ 1625{
1591 int p_exp_min; 1626 int p_exp_min;
1592 1627
1593 /* Ensure that our permanent experience minimum is met. 1628 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1629 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1630 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1631 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1632
1598 if (op->perm_exp < p_exp_min) 1633 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1634 op->perm_exp = p_exp_min;
1600 1635
1601 /* Cap permanent experience. */ 1636 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1637 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1638 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1639 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1640 op->perm_exp = MAX_EXPERIENCE;
1606} 1641}
1607
1608 1642
1609/* Add experience to a player - exp should only be positive. 1643/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1644 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1645 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1647 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1615 */ 1649 */
1616 1650static void
1617static void add_player_exp(object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1618{ 1652{
1619 object *skill_obj=NULL; 1653 object *skill_obj;
1620 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1621 int i;
1622 1655
1623 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1624 if(op->contr->braced) exp=exp/5; 1657 if (op->contr->braced)
1658 exp /= 5;
1625 1659
1626 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1627 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1628 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1629 * the players inventory. 1663 * the players inventory.
1630 */ 1664 */
1665 skill_obj = 0;
1666
1631 if (skill_name) { 1667 if (skill_name)
1632 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1668 {
1633 !strcmp(skill_name, op->chosen_skill->skill)) 1669 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 1670
1643 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1644 * it to the player if necessary 1672 * it to the player if necessary
1645 */ 1673 */
1646 if (!skill_obj) { 1674 if (!skill_obj)
1647 if (flag == SK_EXP_NONE) return;
1648 else if (flag == SK_EXP_ADD_SKILL)
1649 give_skill_by_name(op, skill_name);
1650 }
1651 } 1675 {
1676 if (flag == SK_EXP_NONE)
1677 return;
1678
1679 if (flag == SK_EXP_ADD_SKILL)
1680 skill_obj = give_skill_by_name (op, skill_name);
1681 }
1682 }
1683
1684 if (flag != SK_EXP_SKILL_ONLY)
1652 } 1685 {
1653
1654 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1655 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1656 */ 1688 */
1657 exp_to_add = exp; 1689 exp_to_add = exp;
1658 limit=(levels[op->level+1]-levels[op->level])/2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1659 if (exp_to_add > limit) exp_to_add=limit; 1691 if (exp_to_add > limit)
1692 exp_to_add = limit;
1660 1693
1661 ADD_EXP(op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj? skill_obj->expmul:1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1662 if (settings.permanent_exp_ratio) { 1695 if (settings.permanent_exp_ratio)
1696 {
1663 ADD_EXP(op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1))); 1697 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); 1698 calc_perm_exp (op);
1665 } 1699 }
1666 1700
1667 player_lvl_adj(op,NULL); 1701 player_lvl_adj (op, NULL);
1702 }
1703
1668 if (skill_obj) { 1704 if (skill_obj)
1705 {
1669 exp_to_add = exp; 1706 exp_to_add = exp;
1670 limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1671 if (exp_to_add > limit) exp_to_add=limit; 1708 if (exp_to_add > limit)
1709 exp_to_add = limit;
1710
1672 ADD_EXP(skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1673 if (settings.permanent_exp_ratio) { 1712 if (settings.permanent_exp_ratio)
1713 {
1674 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1714 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1675 calc_perm_exp(skill_obj); 1715 calc_perm_exp (skill_obj);
1676 } 1716 }
1717
1677 player_lvl_adj(op,skill_obj); 1718 player_lvl_adj (op, skill_obj);
1678 } 1719 }
1679} 1720}
1680 1721
1681/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1682 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1683 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1684 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1685 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1686 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1687 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1688 */ 1729 */
1730static sint64
1689sint64 check_exp_loss(const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1690{ 1732{
1691 sint64 del_exp; 1733 sint64 del_exp;
1692 1734
1693 if (exp > op->stats.exp) exp = op->stats.exp; 1735 if (exp > op->stats.exp)
1736 exp = op->stats.exp;
1737
1694 if (settings.permanent_exp_ratio) { 1738 if (settings.permanent_exp_ratio)
1739 {
1695 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1696 if (del_exp < 0) del_exp = 0; 1741
1742 if (del_exp < 0)
1743 del_exp = 0;
1744
1697 if (exp > del_exp) exp=del_exp; 1745 if (exp > del_exp)
1746 exp = del_exp;
1698 } 1747 }
1748
1699 return exp; 1749 return exp;
1700} 1750}
1701 1751
1752sint64
1702sint64 check_exp_adjust(const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1703{ 1754{
1755 if (exp < 0)
1704 if (exp<0) return check_exp_loss(op, exp); 1756 return check_exp_loss (op, exp);
1757 else
1705 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1706} 1759}
1707
1708 1760
1709/* Subtracts experience from player. 1761/* Subtracts experience from player.
1710 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1711 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1712 * this subtracts a portion from all 1764 * this subtracts a portion from all
1716 * as much as listed. Eg, if player has gotten reduced to the point 1768 * 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. 1769 * 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 1770 * exp is the amount of exp to subtract - thus, it should be
1719 * a postive number. 1771 * a postive number.
1720 */ 1772 */
1773static void
1721static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1722{ 1775{
1723 float fraction = (float) exp/(float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1724 object *tmp; 1777 object *tmp;
1725 sint64 del_exp; 1778 sint64 del_exp;
1726 1779
1727 for(tmp=op->inv;tmp;tmp=tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1728 if(tmp->type==SKILL && tmp->stats.exp) { 1781 if (tmp->type == SKILL && tmp->stats.exp)
1782 {
1729 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1784 {
1730 del_exp = check_exp_loss(tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1731 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1732 player_lvl_adj(op, tmp); 1787 player_lvl_adj (op, tmp);
1788 }
1733 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1790 {
1734 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1735 * to match a specific skill. 1792 * to match a specific skill.
1736 */ 1793 */
1737 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1738 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1796 player_lvl_adj (op, tmp);
1740 } 1797 }
1741 } 1798 }
1799
1742 if (flag != SK_SUBTRACT_SKILL_EXP) { 1800 if (flag != SK_SUBTRACT_SKILL_EXP)
1801 {
1743 del_exp = check_exp_loss(op, exp); 1802 del_exp = check_exp_loss (op, exp);
1744 op->stats.exp -= del_exp; 1803 op->stats.exp -= del_exp;
1745 player_lvl_adj(op,NULL); 1804 player_lvl_adj (op, NULL);
1746 } 1805 }
1747} 1806}
1748
1749
1750 1807
1751/* change_exp() - changes experience to a player/monster. This 1808/* change_exp() - changes experience to a player/monster. This
1752 * does bounds checking to make sure we don't overflow the max exp. 1809 * does bounds checking to make sure we don't overflow the max exp.
1753 * 1810 *
1754 * The exp passed is typically not modified much by this function - 1811 * The exp passed is typically not modified much by this function -
1755 * it is assumed the caller has modified the exp as needed. 1812 * it is assumed the caller has modified the exp as needed.
1756 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1757 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1758 * these last two values are only used for players. 1815 * these last two values are only used for players.
1759 */ 1816 */
1760 1817void
1761void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1762 1819{
1763#ifdef EXP_DEBUG 1820#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); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1768#endif 1822#endif
1769#endif
1770 1823
1771 /* safety */ 1824 /* safety */
1772 if(!op) { 1825 if (!op)
1826 {
1773 LOG(llevError,"change_exp() called for null object!\n"); 1827 LOG (llevError, "change_exp() called for null object!\n");
1774 return; 1828 return;
1775 } 1829 }
1776 1830
1777 /* if no change in exp, just return - most of the below code 1831 /* if no change in exp, just return - most of the below code
1778 * won't do anything if the value is 0 anyways. 1832 * won't do anything if the value is 0 anyways.
1779 */ 1833 */
1780 if (exp == 0) return; 1834 if (exp == 0)
1835 return;
1781 1836
1782 /* Monsters are easy - we just adjust their exp - we 1837 /* Monsters are easy - we just adjust their exp - we
1783 * don't adjust level, since in most cases it is unrelated to 1838 * don't adjust level, since in most cases it is unrelated to
1784 * the exp they have - the monsters exp represents what its 1839 * the exp they have - the monsters exp represents what its
1785 * worth. 1840 * worth.
1786 */ 1841 */
1787 if(op->type != PLAYER) { 1842 if (op->type != PLAYER)
1843 {
1788 /* Sanity check */ 1844 /* Sanity check */
1789 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1845 if (!op->flag [FLAG_ALIVE])
1846 return;
1790 1847
1791 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
1792 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1793 * more than max exp, just return. 1850 * more than max exp, just return.
1851 */
1852 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1853 {
1854 exp = MAX_EXPERIENCE - op->stats.exp;
1855 if (exp < 0)
1856 return;
1857 }
1858
1859 op->stats.exp += exp;
1860 }
1861 else
1862 { /* Players only */
1863 if (exp > 0)
1864 add_player_exp (op, exp, skill_name, flag);
1865 else
1866 /* note that when you lose exp, it doesn't go against
1867 * a particular skill, so we don't need to pass that
1868 * along.
1794 */ 1869 */
1795 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1796 exp = MAX_EXPERIENCE - op->stats.exp;
1797 if (exp < 0) return;
1798 }
1799
1800 op->stats.exp += exp;
1801 }
1802 else { /* Players only */
1803 if(exp>0)
1804 add_player_exp(op, exp, skill_name, flag);
1805 else
1806 /* note that when you lose exp, it doesn't go against
1807 * a particular skill, so we don't need to pass that
1808 * along.
1809 */
1810 subtract_player_exp(op, FABS(exp), skill_name, flag); 1870 subtract_player_exp (op, abs (exp), skill_name, flag);
1811
1812 } 1871 }
1813} 1872}
1814 1873
1815/* Applies a death penalty experience, the size of this is defined by the 1874/* 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 1875 * settings death_penalty_percentage and death_penalty_levels, and by the
1817 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
1818 */ 1877 */
1819 1878void
1820void apply_death_exp_penalty(object *op) { 1879apply_death_exp_penalty (object *op)
1821 object *tmp; 1880{
1822 sint64 loss; 1881 sint64 loss;
1823 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1824 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1825 1884
1826 for(tmp=op->inv;tmp;tmp=tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1827 if(tmp->type==SKILL && tmp->stats.exp) { 1886 if (tmp->type == SKILL && tmp->stats.exp)
1828 1887 {
1829 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1888 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)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1831 1890
1832 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
1833 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
1834 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
1835 * tables is a lot harder. 1894 * tables is a lot harder.
1836 */ 1895 */
1837 if (level_loss < 0) level_loss = 0; 1896 if (level_loss < 0)
1897 level_loss = 0;
1838 1898
1839 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1840 1900
1841 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
1842 player_lvl_adj(op,tmp); 1902 player_lvl_adj (op, tmp);
1843 } 1903 }
1844 1904
1845 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1905 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)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1847 if (level_loss < 0) level_loss = 0; 1907
1908 if (level_loss < 0)
1909 level_loss = 0;
1910
1848 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1849 1912
1850 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
1851 player_lvl_adj(op,NULL); 1914 player_lvl_adj (op, NULL);
1852} 1915}
1853 1916
1854/* This function takes an object (monster/player, op), and 1917/* This function takes an object (monster/player, op), and
1855 * determines if it makes a basic save throw by looking at the 1918 * determines if it makes a basic save throw by looking at the
1856 * save_throw table. level is the effective level to make 1919 * save_throw table. level is the effective level to make
1857 * the save at, and bonus is any plus/bonus (typically based on 1920 * the save at, and bonus is any plus/bonus (typically based on
1858 * resistance to particular attacktype. 1921 * resistance to particular attacktype.
1859 * Returns 1 if op makes his save, 0 if he failed 1922 * Returns 1 if op makes his save, 0 if he failed
1860 */ 1923 */
1924int
1861int did_make_save(const object *op, int level, int bonus) 1925did_make_save (const object *op, int level, int bonus)
1862{ 1926{
1863 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1927 if (level > MAX_SAVE_LEVEL)
1928 level = MAX_SAVE_LEVEL;
1864 1929
1865 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1930 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1866 return 0;
1867 return 1; 1931 return 0;
1932
1933 return 1;
1868} 1934}
1869

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