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Comparing deliantra/server/common/living.C (file contents):
Revision 1.4 by elmex, Fri Sep 1 17:16:47 2006 UTC vs.
Revision 1.117 by root, Tue Apr 6 21:11:48 2010 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.4 2006/09/01 17:16:47 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284{
373 object refop; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
374 char message[MAX_BUF]; 287 char message[MAX_BUF];
375 int potion_max=0; 288 int potion_max = 0;
376
377 /* remember what object was like before it was changed. note that
378 * refop is a local copy of op only to be used for detecting changes
379 * found by fix_player. refop is not a real object
380 */
381 memcpy(&refop, op, sizeof(object));
382 289
290 // keep some stats for comparison purposes
291 object::flags_t prev_flag = op->flag;
292 MoveType prev_move_type = op->move_type;
293 sint16 prev_resist [NROFATTACKS]; // clumsy
294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
296
383 if(op->type==PLAYER) { 297 if (op->type == PLAYER)
298 {
384 if (tmp->type==POTION) { 299 if (tmp->type == POTION)
300 {
385 potion_max=1; 301 potion_max = 1;
302
386 for(j=0;j<NUM_STATS;j++) { 303 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 304 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 305 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 306 int i = tmp->stats.stat (j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 315 if (nstat < 1 && i * flag < 0)
316 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 317 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 318 nstat = 20 + op->arch->stats.stat (j);
319
320 if (nstat != ostat)
321 {
322 op->contr->orig_stats.stat (j) = nstat;
323 potion_max = 0;
403 } 324 }
404 if (nstat != ostat) { 325 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 326 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 328 potion_max = 1;
411 } 329 }
412 } 330 }
331
413 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 334 * recalculates this anyway.
416 */ 335 */
417 for(j=0;j<NUM_STATS;j++) 336 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
419 check_stat_bounds(&(op->stats)); 339 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 340 } /* end of potion handling code */
421 } 341 }
422 342
423 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 344 * everything to set
425 */ 345 */
426 if(flag == -1) { 346 if (flag == -1)
347 {
427 op->attacktype&=~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 353 * and not the other move_ fields.
433 */ 354 */
434 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
435 } 356 }
436 357
437 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
440 */ 361 */
441 fix_player(op); 362 op->update_stats ();
442 363
443 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 365 * print out message if this is a bow.
445 */ 366 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
368 {
447 success=1; 369 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 371 }
372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 374 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 375 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 377 }
378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 380 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 381 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 383 }
384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 386 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 387 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 389 }
390
466 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 395 * from fly high)
471 */ 396 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 397 if (tmp->move_type && op->move_type != prev_move_type)
398 {
473 success=1; 399 success = 1;
474 400
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
477 */ 403 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
405 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 407 }
481 408
482 if (tmp->move_type & MOVE_FLY_HIGH) { 409 if (tmp->move_type & MOVE_FLY_HIGH)
410 {
483 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 412 * in that case, you don't actually land
485 */ 413 */
486 DIFF_MSG(flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 416 }
417
490 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 420 }
496 421
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 423 * originally undead may change their status
499 */ 424 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
427 {
502 success=1; 428 success = 1;
503 if(flag>0) { 429 if (flag > 0)
504 if(op->race) free_string(op->race); 430 {
505 op->race=add_string("undead"); 431 op->race = "undead";
506 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
507 } else { 434 else
508 if(op->race) free_string(op->race); 435 {
509 if(op->arch->clone.race) 436 op->race = op->arch->race;
510 op->race=add_string(op->arch->clone.race);
511 else
512 op->race = NULL;
513 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (tmp->flag [FLAG_BLIND])
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (op->flag [FLAG_WIZ])
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
514 } 469 }
515 } 470 }
516 471 else
517 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 472 {
518 success=1; 473 if (op->flag [FLAG_WIZ])
519 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
520 }
521 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
522 success=1;
523 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
524 }
525 /* blinded you can tell if more blinded since blinded player has minimal
526 * vision
527 */
528 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
529 success=1;
530 if(flag>0) {
531 if(QUERY_FLAG(op,FLAG_WIZ))
532 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
533 else { 475 else
476 {
534 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
535 SET_FLAG(op,FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
536 if(op->type==PLAYER) 479 if (op->type == PLAYER)
537 op->contr->do_los=1; 480 op->contr->do_los = 1;
538 } 481 }
539 } else { 482 }
540 if(QUERY_FLAG(op,FLAG_WIZ)) 483 }
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 484
485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
494 {
495 success = 1;
496 if (flag > 0)
497 {
498 if (op->flag [FLAG_WIZ])
499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
542 else { 500 else
543 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 501 {
544 CLEAR_FLAG(op,FLAG_BLIND); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
545 if(op->type==PLAYER) 503 if (op->type == PLAYER)
546 op->contr->do_los=1; 504 op->contr->do_los = 1;
547 } 505 }
548 } 506 }
549 } 507 else
550 508 {
551 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 509 if (op->flag [FLAG_WIZ])
552 success=1;
553 if(op->type==PLAYER)
554 op->contr->do_los=1;
555 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
556 }
557
558 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
559 success=1;
560 if(flag>0) {
561 if(QUERY_FLAG(op,FLAG_WIZ))
562 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
563 else { 511 else
512 {
564 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
565 if(op->type==PLAYER) 514 if (op->type == PLAYER)
566 op->contr->do_los=1; 515 op->contr->do_los = 1;
567 } 516 }
568 } else {
569 if(QUERY_FLAG(op,FLAG_WIZ))
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
571 else {
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
573 if(op->type==PLAYER)
574 op->contr->do_los=1;
575 } 517 }
576 }
577 } 518 }
578 519
579 if(tmp->stats.luck) { 520 if (tmp->stats.luck)
521 {
580 success=1; 522 success = 1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 }
525
526 if (digest_types [tmp->type])
582 } 527 {
583
584 if(tmp->stats.hp && op->type==PLAYER) { 528 if (tmp->stats.hp && op->type == PLAYER)
529 {
585 success=1; 530 success = 1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
587 "You feel much less healthy!"); 532 }
588 }
589 533
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 534 if (tmp->stats.sp && op->type == PLAYER
535 && tmp->type != SKILL && tmp->type != BOW)
536 {
591 success=1; 537 success = 1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 538 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."); 539 }
594 }
595 540
596 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) { 542 if (tmp->stats.grace && op->type == PLAYER)
543 {
598 success=1; 544 success = 1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
600 "You suddenly feel less holy."); 546 }
601 }
602 547
603 if(tmp->stats.food && op->type==PLAYER) { 548 if (tmp->stats.food && op->type == PLAYER)
549 {
604 success=1; 550 success = 1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 551 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."); 552 }
607 } 553 }
608 554
609 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) { 556 for (int i = 0; i < NROFATTACKS; i++)
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612 557 {
558 if (i == ATNR_PHYSICAL)
559 continue; /* Don't display about armour */
560
613 if (op->resist[i] != refop.resist[i]) { 561 if (op->resist [i] != prev_resist [i])
562 {
614 success=1; 563 success = 1;
564
615 if (op->resist[i] > refop.resist[i]) 565 if (op->resist [i] > prev_resist [i])
616 sprintf(message, "Your resistance to %s rises to %d%%.", 566 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 567 else
619 sprintf(message, "Your resistance to %s drops to %d%%.", 568 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
620 change_resist_msg[i], op->resist[i]); 569
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 570 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
571 }
572 }
573
574 if (!potion_max)
575 for (int j = 0; j < NUM_STATS; j++)
576 if (int i = tmp->stats.stat (j))
623 } 577 {
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; 578 success = 1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 579 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
631 } 580 }
632 } 581
633 }
634 return success; 582 return success;
635} 583}
636 584
637/* 585/*
638 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 588 */
641 589void
642void drain_stat(object *op) { 590object::drain_stat ()
591{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
644} 593}
645 594
595void
646void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
647 object *tmp; 598 object *tmp;
648 archetype *at; 599 archetype *at;
649 600
650 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
651 if (!at) { 602 if (!at)
603 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 605 return;
606 }
654 } else { 607 else
608 {
655 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
656 if (!tmp) { 611 if (!tmp)
657 tmp = arch_to_object(at); 612 {
613 tmp = at->instance ();
658 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
660 } 616 }
661 } 617 }
662 618
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 621 update_stats ();
666} 622}
667 623
668/* 624/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 626 * via an applied bad_luck object.
671 */ 627 */
672 628void
673void change_luck(object *op, int value) { 629object::change_luck (int value)
674 object *tmp; 630{
675 archetype *at; 631 archetype *at = archetype::find (shstr_luck);
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 632 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 634 else
635 {
682 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
683 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
684 if (!value) 648 if (value)
685 return; 649 {
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 650 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 652 * in op itself).
694 */ 653 */
695 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
696 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
697 op->stats.luck+=value; 658 stats.luck += value;
698 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
699 } 661 }
700 } else { 662 else
663 {
701 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
702 return; 665 return;
703 } 666
704 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
706 */ 669 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
708 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
709 op->stats.luck += diff; 674 stats.luck += diff;
710 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
711 } 677 }
712 }
713 } 678 }
714} 679}
715 680
716/* 681/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 683 */
719 684void
720void remove_statbonus(object *op) { 685object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 686{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 688 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 692 }
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} 693}
736 694
737/* 695/*
738 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 697 */
740 698void
741void add_statbonus(object *op) { 699object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 700{
743 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 702 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 706 }
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} 707}
708
709static struct copy_flags : object::flags_t
710{
711 copy_flags ()
712 {
713 set (FLAG_LIFESAVE);
714 set (FLAG_REFL_SPELL);
715 set (FLAG_REFL_MISSILE);
716 set (FLAG_STEALTH);
717 set (FLAG_XRAYS);
718 set (FLAG_BLIND);
719 set (FLAG_SEE_IN_DARK);
720 }
721} copy_flags;
757 722
758/* 723/*
759 * Updates all abilities given by applied objects in the inventory 724 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 725 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 726 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 727 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 728 * and then adjusts them according to what the player has equipped.
764 */ 729 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 730 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 731 * spell system split, grace points now added to system --peterm
767 */ 732 */
768 733void
769void fix_player(object *op) { 734object::update_stats ()
770 int i,j; 735{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 737 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
777 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
778 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 747 if (type == PLAYER)
748 {
749 contr->delayed_update = false;
750
780 for(i=0;i<NUM_STATS;i++) { 751 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
782 } 753
783 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 755 contr->encumbrance = 0;
785 756
786 op->attacktype=0; 757 attacktype = 0;
758
787 op->contr->digestion = 0; 759 contr->digestion = 0;
788 op->contr->gen_hp = 0; 760 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 761 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 762 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 764 contr->item_power = 0;
793
794 /* Don't clobber all the range_ values. range_golem otherwise
795 * gets reset for no good reason, and we don't want to reset
796 * range_magic (what spell is readied). These three below
797 * well get filled in based on what the player has equipped.
798 */
799 op->contr->ranges[range_bow] = NULL;
800 op->contr->ranges[range_misc] = NULL;
801 op->contr->ranges[range_skill] = NULL;
802 } 765 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 766
805 if(op->slaying!=NULL) { 767 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 768 slot[i].used = slot[i].info;
807 op->slaying=NULL; 769
808 } 770 slaying = 0;
771
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 772 if (!QUERY_FLAG (this, FLAG_WIZ))
773 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 774 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 775 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 776 }
813 777
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 778 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 779 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 780 CLEAR_FLAG (this, FLAG_BLIND);
817 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
818 CLEAR_FLAG(op,FLAG_REFL_SPELL);
819 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
820 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
821 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
822 CLEAR_FLAG(op,FLAG_UNDEAD);
823 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
824 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
825 781
826 op->path_attuned=op->arch->clone.path_attuned; 782 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 783 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 784 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 785 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type;
831 op->chosen_skill = NULL;
832 786
787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
792
833 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
834 * archetype clone 794 * archetype clone
795 */
796 memcpy (&resist, &arch->resist, sizeof (resist));
797
798 for (int i = 0; i < NROFATTACKS; i++)
799 {
800 if (resist[i] > 0)
801 prot[i] = resist[i], vuln[i] = 0;
802 else
803 vuln[i] = -resist[i], prot[i] = 0;
804
805 potion_resist[i] = -1000;
806 }
807
808 wc = arch->stats.wc;
809 stats.dam = arch->stats.dam;
810
811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
812 * plus a small amount of physical resist, those poor suckers. ;)
813 * the fact that maxlevel is factored in could be considered sort of bogus -
814 * we should probably give them some bonus and cap it off - otherwise,
815 * basically, if a server updates its max level, these playes may find
816 * that their protection from physical goes down
817 */
818 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
819 {
820 ac = max (-10, arch->stats.ac - level / 3);
821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
822 }
823 else
824 ac = arch->stats.ac;
825
826 stats.luck = arch->stats.luck;
827 speed = arch->speed;
828
829 chosen_skill = 0;
830
831 /* OK - we've reset most all the objects attributes to sane values.
832 * now go through and make adjustments for what the player has equipped.
833 */
834 for (tmp = inv; tmp; tmp = tmp->below)
835 {
836 /* This happens because apply_potion calls change_abil with the potion
837 * applied so we can tell the player what changed. But change_abil
838 * then calls this function.
835 */ 839 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 840 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
841 continue;
842
843 glow_radius += tmp->glow_radius;
844
845 /* For some things, we don't care what is equipped */
846 if (tmp->type == SKILL)
847 {
848 /* Want to take the highest skill here. */
849 if (IS_MANA_SKILL (tmp->subtype))
850 {
851 if (!mana_obj)
852 mana_obj = tmp;
853 else if (tmp->level > mana_obj->level)
854 mana_obj = tmp;
855 }
856
857 if (IS_GRACE_SKILL (tmp->subtype))
858 {
859 if (!grace_obj)
860 grace_obj = tmp;
861 else if (tmp->level > grace_obj->level)
862 grace_obj = tmp;
863 }
864 }
865
866 /* Container objects are not meant to adjust players, but other applied
867 * objects need to make adjustments.
868 * This block should handle all player specific changes
869 * The check for Praying is a bit of a hack - god given bonuses are put
870 * in the praying skill, and the player should always get those.
871 * It also means we need to put in additional checks for applied below,
872 * because the skill shouldn't count against body positions being used
873 * up, etc.
874 */
875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON)
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 (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
940 SET_FLAG (this, FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
944 {
945 SET_FLAG (this, 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 (!QUERY_FLAG (this, 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 += 3 * tmp->weight / 1000;
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += tmp->weight / 2000;
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 WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW:
1035 case WEAPON:
1036 wc -= tmp->stats.wc + tmp->magic;
1037
1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1039 ac -= tmp->stats.ac + tmp->magic;
1040
1041 stats.dam += tmp->stats.dam + tmp->magic;
1042 weapon_weight = tmp->weight;
1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1044
1045 if (weapon_speed < 0)
1046 weapon_speed = 0;
1047
1048 slaying = tmp->slaying;
1049
1050 /* If there is desire that two handed weapons should do
1051 * extra strength damage, this is where the code should
1052 * go.
1053 */
1054
1055 if (type == PLAYER)
1056 if (settings.spell_encumbrance)
1057 contr->encumbrance += tmp->weight * 3 / 1000;
1058
1059 break;
1060
1061 case ARMOUR: /* Only the best of these three are used: */
1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1063 contr->encumbrance += tmp->weight / 1000;
1064
1065 case BRACERS:
1066 case FORCE:
1067 if (tmp->stats.wc)
1068 {
1069 if (best_wc < tmp->stats.wc + tmp->magic)
1070 {
1071 wc += best_wc;
1072 best_wc = tmp->stats.wc + tmp->magic;
1073 }
1074 else
1075 wc += tmp->stats.wc + tmp->magic;
1076 }
1077
1078 if (tmp->stats.ac)
1079 {
1080 if (best_ac < tmp->stats.ac + tmp->magic)
1081 {
1082 ac += best_ac; /* Remove last bonus */
1083 best_ac = tmp->stats.ac + tmp->magic;
1084 }
1085 else /* To nullify the below effect */
1086 ac += tmp->stats.ac + tmp->magic;
1087 }
1088
1089 if (tmp->stats.wc)
1090 wc -= tmp->stats.wc + tmp->magic;
1091
1092 if (tmp->stats.ac)
1093 ac -= tmp->stats.ac + tmp->magic;
1094
1095 if (ARMOUR_SPEED (tmp))
1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1097
1098 break;
1099 } /* switch tmp->type */
1100 } /* item is equipped */
1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1104
1105 /* We've gone through all the objects the player has equipped. For many things, we
1106 * have generated intermediate values which we now need to assign.
1107 */
1108
1109 /* 'total resistance = total protections - total vulnerabilities'.
1110 * If there is an uncursed potion in effect, granting more protection
1111 * than that, we take: 'total resistance = resistance from potion'.
1112 * If there is a cursed (and no uncursed) potion in effect, we take
1113 * 'total resistance = vulnerability from cursed potion'.
1114 */
1115 for (int i = 0; i < NROFATTACKS; i++)
1116 {
1117 resist[i] = prot[i] - vuln[i];
1118
1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1121 resist[i] = potion_resist[i];
1122 }
1123
1124 if (type == PLAYER)
1125 {
1126 // clamp various player stats
1127 for (int i = 0; i < NUM_STATS; ++i)
1128 stats.stat (i) = stat_sum [i];
1129
1130 check_stat_bounds (&stats);
1131
1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133
1134 /* Figure out the players sp/mana/hp totals. */
1135 int pl_level;
1136
1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1138
1139 /* You basically get half a con bonus/level. But we do take into account rounding,
1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1141 */
1142 stats.maxhp = 0;
1143 for (int i = 1; i <= min (10, pl_level); i++)
1144 {
1145 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1146
1147 if (i % 2 && con_bonus[stats.Con] % 2)
1148 if (con_bonus[stats.Con] > 0)
1149 j++;
1150 else
1151 j--;
1152
1153 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1154 }
1155
1156 stats.maxhp += 2 * max (0, level - 10);
1157
1158 if (stats.hp > stats.maxhp)
1159 stats.hp = stats.maxhp;
1160
1161 /* Sp gain is controlled by the level of the player's
1162 * relevant experience object (mana_obj, see above)
1163 */
1164 /* following happen when skills system is not used */
1165 if (!mana_obj)
1166 mana_obj = this;
1167
1168 if (!grace_obj)
1169 grace_obj = this;
1170
1171 /* set maxsp */
1172 if (!mana_obj || !mana_obj->level || type != PLAYER)
1173 mana_obj = this;
1174
1175 if (mana_obj == this && type == PLAYER)
1176 stats.maxsp = 1;
1177 else
1178 {
1179 float sp_tmp = 0.f;
1180
1181 for (int i = 1; i <= min (10, mana_obj->level); i++)
1182 {
1183 float stmp;
1184
1185 /* Got some extra bonus at first level */
1186 if (i < 2)
1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1188 else
1189 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1190
1191 sp_tmp += max (1.f, stmp);
1192 }
1193
1194 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1195 }
1196
1197 /* Characters can get their sp supercharged via rune of transferrance */
1198 stats.sp = min (stats.sp, stats.maxsp * 2);
1199
1200 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1201 if (!grace_obj || !grace_obj->level || type != PLAYER)
1202 grace_obj = this;
1203
1204 if (grace_obj == this && type == PLAYER)
1205 stats.maxgrace = 1;
1206 else
1207 {
1208 /* store grace in a float - this way, the divisions below don't create
1209 * big jumps when you go from level to level - with int's, it then
1210 * becomes big jumps when the sums of the bonuses jump to the next
1211 * step of 8 - with floats, even fractional ones are useful.
1212 */
1213 float sp_tmp = 0.f;
1214
1215 for (int i = 1; i <= min (10, grace_obj->level); i++)
1216 {
1217 float grace_tmp = 0.f;
1218
1219 /* Got some extra bonus at first level */
1220 if (i < 2)
1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1222 else
1223 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1224
1225 sp_tmp += max (1.f, grace_tmp);
1226 }
1227
1228 /* two grace points per level after 10 */
1229 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1230 }
1231
1232 /* No limit on grace vs maxgrace */
1233
1234 if (contr->braced)
1235 {
1236 ac += 2;
1237 wc += 4;
1238 }
1239 else
1240 ac -= dex_bonus[stats.Dex];
1241
1242 /* In new exp/skills system, wc bonuses are related to
1243 * the players level in a relevant exp object (wc_obj)
1244 * not the general player level -b.t.
1245 * I changed this slightly so that wc bonuses are better
1246 * than before. This is to balance out the fact that
1247 * the player no longer gets a personal weapon w/ 1
1248 * improvement every level, now its fighterlevel/5. So
1249 * we give the player a bonus here in wc and dam
1250 * to make up for the change. Note that I left the
1251 * monster bonus the same as before. -b.t.
1252 */
1253 object *wc_obj = chosen_skill;
1254
1255 if (contr && wc_obj && wc_obj->level > 1)
1256 {
1257 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258
1259 for (int i = 1; i < wc_obj->level; i++)
1260 {
1261 /* additional wc every 6 levels */
1262 if (!(i % 6))
1263 wc--;
1264
1265 /* additional dam every 4 levels. */
1266 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1267 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1268 }
1269 }
1270 else
1271 wc -= level + thaco_bonus[stats.Str];
1272
1273 stats.dam += dam_bonus[stats.Str];
1274
1275 if (stats.dam < 1)
1276 stats.dam = 1;
1277
1278 speed = 1.f + speed_bonus[stats.Dex];
1279
1280 if (settings.search_items && contr->search_str[0])
1281 speed -= 1;
1282 } /* End if player */
1283
1284 if (added_speed >= 0)
1285 speed += added_speed / 10.f;
1286 else /* Something wrong here...: */
1287 speed /= 1.f - added_speed;
1288
1289 /* Max is determined by armour */
1290 speed = min (speed, max_speed);
1291
1292 if (type == PLAYER)
1293 {
1294 /* f is a number the represents the number of kg above (positive num)
1295 * or below (negative number) that the player is carrying. If above
1296 * weight limit, then player suffers a speed reduction based on how
1297 * much above he is, and what is max carry is
1298 */
1299 float f = (carrying / 1000) - max_carry[stats.Str];
1300 if (f > 0.f)
1301 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 }
1303
1304 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 speed *= speed_reduce_from_disease;
1306
1307 /* Put a lower limit on speed. Note with this speed, you move once every
1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1309 */
1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1311
1312 if (speed != old_speed)
1313 set_speed (speed);
1314
1315 if (type == PLAYER)
1316 {
1317 /* (This formula was made by vidarl@ifi.uio.no)
1318 * Note that we never used these values again - basically
1319 * all of these could be subbed into one big equation, but
1320 * that would just be a real pain to read.
1321 */
1322 float M = (max_carry[stats.Str] - 121) / 121.f;
1323 float M2 = max_carry[stats.Str] / 100.f;
1324 float W = weapon_weight / 20000.f;
1325 float s = (20 - weapon_speed) / 10.f;
1326 float D = (stats.Dex - 14) / 14.f;
1327 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1328
1329 K *= (4 + level) * 1.2f / (6 + level);
1330
1331 if (K <= 0.01f)
1332 K = 0.01f;
1333
1334 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1335 }
1336
1337 /* I want to limit the power of small monsters with big weapons: */
1338 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1339 stats.dam = arch->stats.dam * 3;
1340
1341 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1342 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1343
1344 /* if for some reason the creature doesn't have any move type,
1345 * give them walking as a default.
1346 * The second case is a special case - to more closely mimic the
1347 * old behaviour - if your flying, your not walking - just
1348 * one or the other.
1349 */
1350 if (move_type == 0)
1351 move_type = MOVE_WALK;
1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1353 move_type &= ~MOVE_WALK;
1354
1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1358
1359 /* It is quite possible that a player's spell costing might have changed,
1360 * so we will check that now.
1361 */
1362 if (is_player ())
1363 contr->update_spells ();
1364
1365 // update the mapspace, if we are on a map
1366 if (!flag [FLAG_REMOVED] && map)
1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
837 1374
838 for (i=0;i<NROFATTACKS;i++) { 1375 if (is_on_map ())
839 if (op->resist[i] > 0) 1376 update_all_los (map, x, y);
840 prot[i]= op->resist[i], vuln[i]=0; 1377 else if (object *env = outer_env ())
841 else
842 vuln[i]= -(op->resist[i]), prot[i]=0;
843 potion_resist[i]=0;
844 } 1378 {
845 1379 env->update_stats ();
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 1380
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1381 if (env->is_on_map ())
850 * plus a small amount of physical resist, those poor suckers. ;) 1382 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 } 1383 }
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} 1384}
1365 1385
1366/* 1386/*
1367 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1388 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1389 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1390 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1391 * false otherwise.
1372 */ 1392 */
1373 1393int
1374int allowed_class(const object *op) { 1394allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1395{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1396 return op->stats.Dex > 0
1397 && op->stats.Str > 0
1398 && op->stats.Con > 0
1399 && op->stats.Int > 0
1400 && op->stats.Wis > 0
1401 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1402 && op->stats.Cha > 0;
1378} 1403}
1379 1404
1380/* 1405/*
1381 * set the new dragon name after gaining levels or 1406 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1407 * changing ability focus (later this can be extended to
1383 * eventually change the player's face and animation) 1408 * eventually change the player's face and animation)
1384 * 1409 */
1385 * Note that the title is written to 'own_title' in the 1410void
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) { 1411set_dragon_name (object *pl, const object *abil, const object *skin)
1412{
1391 int atnr=-1; /* attacknumber of highest level */ 1413 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1414 int level = 0; /* highest level */
1393 int i; 1415 int i;
1394 1416
1395 /* Perhaps do something more clever? */ 1417 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1418 if (!abil || !skin)
1397 1419 return;
1420
1398 /* first, look for the highest level */ 1421 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1422 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1423 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1424 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1425 {
1402 level = abil->resist[i]; 1426 level = abil->resist[i];
1403 atnr = i; 1427 atnr = i;
1404 } 1428 }
1405 } 1429 }
1406 1430
1407 /* now if there are equals at highest level, pick the one with focus, 1431 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1432 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1433 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; 1434 atnr = abil->stats.exp;
1412 1435
1413 level = (int)(level/5.);
1414
1415 /* now set the new title */ 1436 /* now set the new title */
1416 if (pl->contr != NULL) {
1417 if(level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1437 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]); 1438 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]); 1439 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]); 1440 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1425 else { 1441 else
1442 {
1426 /* special titles for extra high resistance! */ 1443 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1444 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]); 1445 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]); 1446 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1433 }
1434 } 1447 }
1435 1448
1436 strcpy(pl->contr->own_title, ""); 1449 strcpy (pl->contr->own_title, "");
1437} 1450}
1438 1451
1439/* 1452/*
1440 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1455 * or change the ability-focus.
1443 */ 1456 */
1457static void
1444void dragon_level_gain(object *who) { 1458dragon_level_gain (object *who)
1459{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1460 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1461 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1463 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1464
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1465 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1466 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1467 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1468 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1469 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1470 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1471 skin = tmp;
1457 } 1472
1458 }
1459 /* if the force is missing -> bail out */ 1473 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1474 if (abil == NULL)
1461 1475 return;
1476
1462 /* The ability_force keeps track of maximum level ever achieved. 1477 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1478 * New abilties can only be gained by surpassing this max level
1464 */ 1479 */
1465 if (who->level > abil->level) { 1480 if (who->level > abil->level)
1481 {
1466 /* increase our focused ability */ 1482 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1483 abil->resist[abil->stats.exp]++;
1468
1469 1484
1485
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1486 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1487 {
1471 /* time to hand out a new ability-gift */ 1488 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1489 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 } 1490 }
1475 1491
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1492 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1493 {
1477 /* apply new ability focus */ 1494 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1495 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); 1496 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1497
1482 abil->stats.exp = abil->last_eat; 1498 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1499 abil->last_eat = 0;
1484 } 1500 }
1485 1501
1486 abil->level = who->level; 1502 abil->level = who->level;
1487 } 1503 }
1488 1504
1489 /* last but not least, set the new title for the dragon */ 1505 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1506 set_dragon_name (who, abil, skin);
1491} 1507}
1492 1508
1493/* Handy function - given the skill name skill_name, we find the skill 1509/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1510 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1511 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1512 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1513 * want to do something with it immediately.
1498 */ 1514 */
1515object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1516give_skill_by_name (object *op, const char *skill_name)
1500{ 1517{
1501 object *skill_obj; 1518 object *skill_obj;
1502 1519
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1521 if (!skill_obj)
1522 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1506 return NULL; 1524 return NULL;
1507 } 1525 }
1526
1508 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1528 * still doesn't know it.
1510 */ 1529 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1530 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1532 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1533 op->insert (skill_obj);
1515 if (op->contr) { 1534
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1535 if (player *pl = op->contr)
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1536 pl->link_skills ();
1518 } 1537
1519 return skill_obj; 1538 return skill_obj;
1520} 1539}
1521
1522 1540
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1542 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1543 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1544 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1545 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1546 * (eg, skill)
1529 */ 1547 */
1548void
1530void player_lvl_adj(object *who, object *op) { 1549player_lvl_adj (object *who, object *op)
1550{
1531 char buf[MAX_BUF]; 1551 char buf[MAX_BUF];
1532 1552 bool changed = false;
1553
1533 if(!op) /* when rolling stats */ 1554 if (!op) /* when rolling stats */
1534 op = who; 1555 op = who;
1535 1556
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1557 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1558 {
1559 changed = true;
1560
1537 op->level++; 1561 op->level++;
1538 1562
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1540 dragon_level_gain(who); 1564 dragon_level_gain (who);
1541 1565
1542 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1568 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1569 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); 1570 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; 1571 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1572 }
1573
1574 if (op->level > 1)
1547 } 1575 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1576 if (op->type != PLAYER)
1577 {
1578 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1579 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580 }
1553 else 1581 else
1582 {
1583 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1584 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1585 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1586
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1587 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); 1588 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1589 }
1590 }
1591
1592 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1593 {
1594 changed = true;
1595
1596 op->level--;
1597
1598 if (op->type != PLAYER)
1564 } 1599 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1600 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1602 }
1566 } 1603 }
1567 /* check if the spell data has changed */ 1604
1568 esrv_update_spells(who->contr); 1605 if (changed)
1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1569} 1607}
1570 1608
1571/* 1609/*
1572 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1574 */ 1612 */
1575 1613
1614sint64
1576sint64 level_exp(int level,double expmul) { 1615level_exp (int level, double expmul)
1616{
1577 if (level > settings.max_level) 1617 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1579 return (sint64) (expmul * levels[level]); 1620 return (sint64) (expmul * levels[level]);
1580} 1621}
1581 1622
1582/* 1623/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1624 * 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 1625 * 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 1626 * 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, 1627 * 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. 1628 * this can now work on a much larger set of objects.
1588 */ 1629 */
1630void
1589void calc_perm_exp(object *op) 1631calc_perm_exp (object *op)
1590{ 1632{
1591 int p_exp_min; 1633 int p_exp_min;
1592 1634
1593 /* Ensure that our permanent experience minimum is met. 1635 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1636 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1637 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1638 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1639
1598 if (op->perm_exp < p_exp_min) 1640 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1641 op->perm_exp = p_exp_min;
1600 1642
1601 /* Cap permanent experience. */ 1643 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1644 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1645 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1646 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1647 op->perm_exp = MAX_EXPERIENCE;
1606} 1648}
1607
1608 1649
1609/* Add experience to a player - exp should only be positive. 1650/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1651 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1652 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1653 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1654 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1615 */ 1656 */
1616 1657static void
1617static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1659{
1619 object *skill_obj = NULL; 1660 object *skill_obj;
1620 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1621 int i; 1662 int i;
1622 1663
1623 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1624 if (op->contr->braced) 1665 if (op->contr->braced)
1625 exp = exp / 5; 1666 exp /= 5;
1626 1667
1627 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1628 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1629 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1630 * the players inventory. 1671 * the players inventory.
1631 */ 1672 */
1673 skill_obj = 0;
1674
1632 if (skill_name) 1675 if (skill_name)
1633 { 1676 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1677 skill_obj = op->contr->find_skill (skill_name);
1635 !strcmp (skill_name, op->chosen_skill->skill))
1636 skill_obj = op->chosen_skill;
1637 else
1638 {
1639 for (i = 0; i < NUM_SKILLS; i++)
1640 if (op->contr->last_skill_ob[i] &&
1641 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 {
1643 skill_obj = op->contr->last_skill_ob[i];
1644 break;
1645 }
1646 1678
1647 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1648 * it to the player if necessary 1680 * it to the player if necessary
1649 */ 1681 */
1650 if (!skill_obj) 1682 if (!skill_obj)
1651 { 1683 {
1652 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1653 return; 1685 return;
1686
1654 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1655 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1656 }
1657 } 1689 }
1658 } 1690 }
1659 1691
1660 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1661 { 1693 {
1665 exp_to_add = exp; 1697 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1698 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit) 1699 if (exp_to_add > limit)
1668 exp_to_add = limit; 1700 exp_to_add = limit;
1669 1701
1670 ADD_EXP (op->stats.exp, 1702 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1671 (sint64) ((float) exp_to_add *
1672 (skill_obj ? skill_obj->expmul : 1)));
1673 if (settings.permanent_exp_ratio) 1703 if (settings.permanent_exp_ratio)
1674 { 1704 {
1675 ADD_EXP (op->perm_exp, 1705 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1676 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1677 (skill_obj ? skill_obj->expmul : 1)));
1678 calc_perm_exp (op); 1706 calc_perm_exp (op);
1679 } 1707 }
1680 1708
1681 player_lvl_adj (op, NULL); 1709 player_lvl_adj (op, NULL);
1682 } 1710 }
1689 exp_to_add = limit; 1717 exp_to_add = limit;
1690 1718
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1719 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1693 { 1721 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1722 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj); 1723 calc_perm_exp (skill_obj);
1697 } 1724 }
1698 1725
1699 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1700 } 1727 }
1701} 1728}
1702 1729
1703/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1704 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1705 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1706 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1710 */ 1737 */
1738static sint64
1711sint64 check_exp_loss(const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1712{ 1740{
1713 sint64 del_exp; 1741 sint64 del_exp;
1714 1742
1715 if (exp > op->stats.exp) exp = op->stats.exp; 1743 if (exp > op->stats.exp)
1744 exp = op->stats.exp;
1745
1716 if (settings.permanent_exp_ratio) { 1746 if (settings.permanent_exp_ratio)
1747 {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0; 1749
1750 if (del_exp < 0)
1751 del_exp = 0;
1752
1719 if (exp > del_exp) exp=del_exp; 1753 if (exp > del_exp)
1754 exp = del_exp;
1720 } 1755 }
1756
1721 return exp; 1757 return exp;
1722} 1758}
1723 1759
1760sint64
1724sint64 check_exp_adjust(const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1725{ 1762{
1763 if (exp < 0)
1726 if (exp<0) return check_exp_loss(op, exp); 1764 return check_exp_loss (op, exp);
1765 else
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1728} 1767}
1729
1730 1768
1731/* Subtracts experience from player. 1769/* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1733 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1734 * this subtracts a portion from all 1772 * this subtracts a portion from all
1738 * as much as listed. Eg, if player has gotten reduced to the point 1776 * as much as listed. Eg, if player has gotten reduced to the point
1739 * where everything is at the minimum perm exp, he would lose nothing. 1777 * where everything is at the minimum perm exp, he would lose nothing.
1740 * exp is the amount of exp to subtract - thus, it should be 1778 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number. 1779 * a postive number.
1742 */ 1780 */
1781static void
1743static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1782subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1744{ 1783{
1745 float fraction = (float) exp/(float) op->stats.exp; 1784 float fraction = (float) exp / (float) op->stats.exp;
1746 object *tmp; 1785 object *tmp;
1747 sint64 del_exp; 1786 sint64 del_exp;
1748 1787
1749 for(tmp=op->inv;tmp;tmp=tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) { 1789 if (tmp->type == SKILL && tmp->stats.exp)
1790 {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1792 {
1752 del_exp = check_exp_loss(tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1753 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp); 1795 player_lvl_adj (op, tmp);
1796 }
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1797 else if (flag != SK_SUBTRACT_SKILL_EXP)
1798 {
1756 /* only want to process other skills if we are not trying 1799 /* only want to process other skills if we are not trying
1757 * to match a specific skill. 1800 * to match a specific skill.
1758 */ 1801 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp; 1803 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp); 1804 player_lvl_adj (op, tmp);
1762 } 1805 }
1763 } 1806 }
1807
1764 if (flag != SK_SUBTRACT_SKILL_EXP) { 1808 if (flag != SK_SUBTRACT_SKILL_EXP)
1809 {
1765 del_exp = check_exp_loss(op, exp); 1810 del_exp = check_exp_loss (op, exp);
1766 op->stats.exp -= del_exp; 1811 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL); 1812 player_lvl_adj (op, NULL);
1768 } 1813 }
1769} 1814}
1770
1771
1772 1815
1773/* change_exp() - changes experience to a player/monster. This 1816/* change_exp() - changes experience to a player/monster. This
1774 * does bounds checking to make sure we don't overflow the max exp. 1817 * does bounds checking to make sure we don't overflow the max exp.
1775 * 1818 *
1776 * The exp passed is typically not modified much by this function - 1819 * The exp passed is typically not modified much by this function -
1777 * it is assumed the caller has modified the exp as needed. 1820 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added. 1821 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill. 1822 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players. 1823 * these last two values are only used for players.
1781 */ 1824 */
1782 1825void
1783void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1826change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1784 1827{
1785#ifdef EXP_DEBUG 1828#ifdef EXP_DEBUG
1786#ifndef WIN32
1787 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1788#else
1789 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1790#endif 1830#endif
1791#endif
1792 1831
1793 /* safety */ 1832 /* safety */
1794 if(!op) { 1833 if (!op)
1834 {
1795 LOG(llevError,"change_exp() called for null object!\n"); 1835 LOG (llevError, "change_exp() called for null object!\n");
1796 return; 1836 return;
1797 } 1837 }
1798 1838
1799 /* if no change in exp, just return - most of the below code 1839 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways. 1840 * won't do anything if the value is 0 anyways.
1801 */ 1841 */
1802 if (exp == 0) return; 1842 if (exp == 0)
1843 return;
1803 1844
1804 /* Monsters are easy - we just adjust their exp - we 1845 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to 1846 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its 1847 * the exp they have - the monsters exp represents what its
1807 * worth. 1848 * worth.
1808 */ 1849 */
1809 if(op->type != PLAYER) { 1850 if (op->type != PLAYER)
1851 {
1810 /* Sanity check */ 1852 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1853 if (!QUERY_FLAG (op, FLAG_ALIVE))
1854 return;
1812 1855
1813 /* reset exp to max allowed value. We subtract from 1856 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1857 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return. 1858 * more than max exp, just return.
1859 */
1860 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1861 {
1862 exp = MAX_EXPERIENCE - op->stats.exp;
1863 if (exp < 0)
1864 return;
1865 }
1866
1867 op->stats.exp += exp;
1868 }
1869 else
1870 { /* Players only */
1871 if (exp > 0)
1872 add_player_exp (op, exp, skill_name, flag);
1873 else
1874 /* note that when you lose exp, it doesn't go against
1875 * a particular skill, so we don't need to pass that
1876 * along.
1816 */ 1877 */
1817 if (exp > 0 && ( op->stats.exp > (MAX_EXPERIENCE - exp))) {
1818 exp = MAX_EXPERIENCE - op->stats.exp;
1819 if (exp < 0) return;
1820 }
1821
1822 op->stats.exp += exp;
1823 }
1824 else { /* Players only */
1825 if(exp>0)
1826 add_player_exp(op, exp, skill_name, flag);
1827 else
1828 /* note that when you lose exp, it doesn't go against
1829 * a particular skill, so we don't need to pass that
1830 * along.
1831 */
1832 subtract_player_exp(op, FABS(exp), skill_name, flag); 1878 subtract_player_exp (op, abs (exp), skill_name, flag);
1833
1834 } 1879 }
1835} 1880}
1836 1881
1837/* Applies a death penalty experience, the size of this is defined by the 1882/* Applies a death penalty experience, the size of this is defined by the
1838 * settings death_penalty_percentage and death_penalty_levels, and by the 1883 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
1840 */ 1885 */
1841 1886void
1842void apply_death_exp_penalty(object *op) { 1887apply_death_exp_penalty (object *op)
1843 object *tmp; 1888{
1844 sint64 loss; 1889 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847 1892
1848 for(tmp=op->inv;tmp;tmp=tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) { 1894 if (tmp->type == SKILL && tmp->stats.exp)
1850 1895 {
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1896 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1853 1898
1854 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder. 1902 * tables is a lot harder.
1858 */ 1903 */
1859 if (level_loss < 0) level_loss = 0; 1904 if (level_loss < 0)
1905 level_loss = 0;
1860 1906
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1862 1908
1863 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp); 1910 player_lvl_adj (op, tmp);
1865 } 1911 }
1866 1912
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1868 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0; 1915
1916 if (level_loss < 0)
1917 level_loss = 0;
1918
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1871 1920
1872 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL); 1922 player_lvl_adj (op, NULL);
1874} 1923}
1875 1924
1876/* This function takes an object (monster/player, op), and 1925/* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the 1926 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make 1927 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on 1928 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype. 1929 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed 1930 * Returns 1 if op makes his save, 0 if he failed
1882 */ 1931 */
1932int
1883int did_make_save(const object *op, int level, int bonus) 1933did_make_save (const object *op, int level, int bonus)
1884{ 1934{
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1935 if (level > MAX_SAVE_LEVEL)
1936 level = MAX_SAVE_LEVEL;
1886 1937
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1938 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1; 1939 return 0;
1940
1941 return 1;
1890} 1942}
1891

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