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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 1.82 by root, Mon Apr 21 23:35:24 2008 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 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your 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 GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 29 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 30#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 31
38static const int con_bonus[MAX_STAT + 1]={ 32static 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, 33 -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 34 22, 25, 30, 40, 50
41}; 35};
42 36
43/* changed the name of this to "sp_bonus" from "int_bonus" 37/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 38 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 39 * advancement. -b.t.
46 */ 40 */
47static const int sp_bonus[MAX_STAT + 1]={ 41static 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, 42 -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 43 30, 40, 50, 70, 100
50}; 44};
51 45
52static const int grace_bonus[MAX_STAT +1] = { 46static 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, 47 -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 48 30, 40, 50, 70, 100
55}; 49};
56 50
57/* 0.92.7 Changed way charisma works. Values now 51/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 52 * 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 53 * (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 63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 64 * it is 1-diff
71 */ 65 */
72 66
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 67const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 74};
81 75
82const int dex_bonus[MAX_STAT + 1]={ 76const 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 77 -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}; 78};
85 79
86/* speed_bonus uses dex as its stat */ 80/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 81const 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, 82 -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, 83 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 84 1.6, 1.8, 2.0, 2.5, 3.0
91}; 85};
92 86
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 87/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 88 * strength.
95 */ 89 */
96const int dam_bonus[MAX_STAT + 1]={ 90const 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 91 -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}; 92};
99 93
100const int thaco_bonus[MAX_STAT + 1]={ 94const 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 95 -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}; 96};
103 97
104/* Max you can carry before you start getting extra speed penalties */ 98/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 99const 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, 100 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 101 301, 326, 352, 400, 450, 500, 600, 1000
108}; 102};
109 103
110/* weight_limit - the absolute most a character can carry - a character can't 104/* 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. 105 * 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 106 * 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 107 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 108 * before, you need to start someplace.
115 */ 109 */
116 110
117const uint32 weight_limit[MAX_STAT+ 1] = { 111const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 112 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 113 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 114 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 119};
126 120
127const int learn_spell[MAX_STAT + 1]={ 121const 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, 122 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,
129 100,100,100,100,100,100 123 100, 100, 100, 100, 100, 100
130}; 124};
131 125
132const int cleric_chance[MAX_STAT + 1]={ 126const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 127 100, 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}; 128};
135 129
136const int turn_bonus[MAX_STAT + 1]={ 130const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 131 -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}; 132};
139 133
140const int fear_bonus[MAX_STAT + 1]={ 134const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 135 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}; 136};
143 137
144/* 138/*
145 Since this is nowhere defined ... 139 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 140 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 155 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 156 * if more levels are desired, this should be fixed.
163 * -b.t. 157 * -b.t.
164 */ 158 */
165 159
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 161
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 162extern sint64 *levels;
172#endif
173 163
174#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165
175/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 168 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 169 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 170 * and instead did_make_save should be used instead.
180 */ 171 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 172static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 173 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 174 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, 175 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, 176 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, 177 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, 178 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, 1 179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 180};
190 181
191const char *const attacks[NROFATTACKS] = { 182const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 183 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 187 "life stealing"
197}; 188};
198 189
199static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 192 "You're feeling clumsy!",
202 "You feel less healthy", 193 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
204 "Your face gets distorted!", 197 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 198};
208const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 200 "You feel your strength return.",
210 "You feel your agility return.", 201 "You feel your agility return.",
211 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
213 "You feel your charisma return.", 206 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 207};
217const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 209 "You feel stronger.",
219 "You feel more agile.", 210 "You feel more agile.",
220 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
221 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
222 "You seem to look better.", 215 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 216};
226const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 218 "You feel weaker!",
228 "You feel clumsy!", 219 "You feel clumsy!",
229 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 223 "You feel less potent!",
224 "You look ugly!",
234}; 225};
235 226
236const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 229};
239 230
240const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 233};
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}
275 234
276/* 235/*
277 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 237 * is added to the specified stat.
279 */ 238 */
280
281void 239void
282change_attr_value(living *stats,int attr,sint8 value) { 240change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 241{
284 switch(attr) { 242 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} 243}
335 244
336/* 245/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 247 * 1-30 stat limit.
339 */ 248 */
340 249void
341void check_stat_bounds(living *stats) { 250check_stat_bounds (living *stats)
342 int i,v; 251{
343 for(i=0;i<NUM_STATS;i++) 252 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 253 {
345 set_attr_value(stats,i,MAX_STAT); 254 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 256 }
348} 257}
349 258
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 260
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 264 */
356#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 267
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
360/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 271 * the object.
362 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 273 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 279 * that gives them that ability.
370 */ 280 */
281int
371int change_abil(object *op, object *tmp) { 282change_abil (object *op, object *tmp)
283{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 object refop;
374 char message[MAX_BUF]; 285 char message[MAX_BUF];
375 int potion_max=0; 286 int potion_max = 0;
376 287
377 /* remember what object was like before it was changed. note that 288 /* 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 289 * 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 290 * found by update_stats. refop is not a real object
380 */ 291 */
381 memcpy(&refop, op, sizeof(object)); 292 object_copy refop = *op;
382 293
383 if(op->type==PLAYER) { 294 if (op->type == PLAYER)
295 {
384 if (tmp->type==POTION) { 296 if (tmp->type == POTION)
297 {
385 potion_max=1; 298 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 299 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 300 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 301 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 302 int i = tmp->stats.stat (j);
391 303
392 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 305 int nstat = flag * i + ostat;
394 306
395 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
398 * to allow for that. 310 * to allow for that.
399 */ 311 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 312 if (nstat < 1 && i * flag < 0)
313 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 314 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 315 nstat = 20 + op->arch->stats.stat (j);
316
317 if (nstat != ostat)
318 {
319 op->contr->orig_stats.stat (j) = nstat;
320 potion_max = 0;
403 } 321 }
404 if (nstat != ostat) { 322 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 323 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 325 potion_max = 1;
411 } 326 }
412 } 327 }
328
413 /* This section of code ups the characters normal stats also. I am not 329 /* 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 330 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 331 * recalculates this anyway.
416 */ 332 */
417 for(j=0;j<NUM_STATS;j++) 333 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
419 check_stat_bounds(&(op->stats)); 336 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 337 } /* end of potion handling code */
421 } 338 }
422 339
423 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 341 * everything to set
425 */ 342 */
426 if(flag == -1) { 343 if (flag == -1)
344 {
427 op->attacktype&=~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 350 * and not the other move_ fields.
433 */ 351 */
434 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
435 } 353 }
436 354
437 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
440 */ 358 */
441 fix_player(op); 359 op->update_stats ();
442 360
443 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 362 * print out message if this is a bow.
445 */ 363 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
365 {
447 success=1; 366 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 368 }
369
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
371 {
452 success=1; 372 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 374 }
375
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
377 {
457 success=1; 378 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 380 }
381
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
383 {
462 success=1; 384 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 386 }
387
466 /* movement type has changed. We don't care about cases where 388 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 392 * from fly high)
471 */ 393 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 394 if (tmp->move_type && op->move_type != refop.move_type)
395 {
473 success=1; 396 success = 1;
474 397
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 399 * status doesn't make a difference if you are flying high
477 */ 400 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 404 }
481 405
482 if (tmp->move_type & MOVE_FLY_HIGH) { 406 if (tmp->move_type & MOVE_FLY_HIGH)
407 {
483 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 409 * in that case, you don't actually land
485 */ 410 */
486 DIFF_MSG(flag, "You soar into the air air!.", 411 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 412 (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 } 413 }
414
490 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 417
493 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 419 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 (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, 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 (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, 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 (QUERY_FLAG (tmp, FLAG_BLIND))
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (QUERY_FLAG (op, 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;
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)) 473 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 }
483 }
484
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, 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 (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
494 {
495 success = 1;
496 if (flag > 0)
497 {
540 if(QUERY_FLAG(op,FLAG_WIZ)) 498 if (QUERY_FLAG (op, FLAG_WIZ))
541 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 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)){
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)) 509 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 { 517 }
569 if(QUERY_FLAG(op,FLAG_WIZ)) 518 }
570 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 519
520 if (tmp->stats.luck)
521 {
522 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 }
525
526 if (tmp->stats.hp && op->type == PLAYER)
527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
537
538 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER)
540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
544
545 if (tmp->stats.food && op->type == PLAYER)
546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
550
551 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++)
553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
557 if (op->resist[i] != refop.resist[i])
558 {
559 success = 1;
560 if (op->resist[i] > refop.resist[i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
571 else { 562 else
572 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
573 if(op->type==PLAYER) 564
574 op->contr->do_los=1; 565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 }
567 }
568
569 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j))
574 {
575 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
575 } 577 }
576 } 578 }
577 } 579 }
578 580
579 if(tmp->stats.luck) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
582 }
583
584 if(tmp->stats.hp && op->type==PLAYER) {
585 success=1;
586 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
587 "You feel much less healthy!");
588 }
589
590 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
591 success=1;
592 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
593 "You suddenly feel very mundane.");
594 }
595
596 /* for the future when artifacts set this -b.t. */
597 if(tmp->stats.grace && op->type==PLAYER) {
598 success=1;
599 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
600 "You suddenly feel less holy.");
601 }
602
603 if(tmp->stats.food && op->type==PLAYER) {
604 success=1;
605 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
606 "You feel your digestion speeding up.");
607 }
608
609 /* Messages for changed resistance */
610 for (i=0; i<NROFATTACKS; i++) {
611 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
612
613 if (op->resist[i] != refop.resist[i]) {
614 success=1;
615 if (op->resist[i] > refop.resist[i])
616 sprintf(message, "Your resistance to %s rises to %d%%.",
617 change_resist_msg[i], op->resist[i]);
618 else
619 sprintf(message, "Your resistance to %s drops to %d%%.",
620 change_resist_msg[i], op->resist[i]);
621
622 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
623 }
624 }
625
626 if(tmp->type!=EXPERIENCE && !potion_max) {
627 for (j=0; j<NUM_STATS; j++) {
628 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
629 success=1;
630 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
631 }
632 }
633 }
634 return success; 581 return success;
635} 582}
636 583
637/* 584/*
638 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
639 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
640 */ 587 */
641 588void
642void drain_stat(object *op) { 589object::drain_stat ()
590{
643 drain_specific_stat(op, RANDOM()%NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
644} 592}
645 593
594void
646void drain_specific_stat(object *op, int deplete_stats) { 595object::drain_specific_stat (int deplete_stats)
596{
647 object *tmp; 597 object *tmp;
648 archetype *at; 598 archetype *at;
649 599
650 at = find_archetype(ARCH_DEPLETION); 600 at = archetype::find (ARCH_DEPLETION);
651 if (!at) { 601 if (!at)
602 {
652 LOG(llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
653 return; 604 return;
605 }
654 } else { 606 else
607 {
655 tmp = present_arch_in_ob(at, op); 608 tmp = present_arch_in_ob (at, this);
609
656 if (!tmp) { 610 if (!tmp)
611 {
657 tmp = arch_to_object(at); 612 tmp = arch_to_object (at);
658 tmp = insert_ob_in_ob(tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
659 SET_FLAG(tmp,FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
660 } 615 }
661 } 616 }
662 617
663 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
664 change_attr_value(&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
665 fix_player(op); 620 update_stats ();
666} 621}
667 622
668/* 623/*
669 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
670 * via an applied bad_luck object. 625 * via an applied bad_luck object.
671 */ 626 */
672 627void
673void change_luck(object *op, int value) { 628object::change_luck (int value)
674 object *tmp; 629{
675 archetype *at; 630 archetype *at = archetype::find ("luck");
676 int new_luck;
677
678 at = find_archetype("luck");
679 if (!at) 631 if (!at)
680 LOG(llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
681 else { 633 else
634 {
682 tmp = present_arch_in_ob(at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
683 if (!tmp) { 637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
684 if (!value) 647 if (value)
685 return; 648 {
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 649 /* Limit the luck value of the bad luck object to +/-100. This
692 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
693 * in op itself). 651 * in op itself).
694 */ 652 */
695 new_luck = tmp->stats.luck+value; 653 int new_luck = tmp->stats.luck + value;
654
696 if (new_luck >= -100 && new_luck <= 100) { 655 if (new_luck >= -100 && new_luck <= 100)
656 {
697 op->stats.luck+=value; 657 stats.luck += value;
698 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
659 }
699 } 660 }
700 } else { 661 else
662 {
701 if (!tmp->stats.luck) { 663 if (!tmp->stats.luck)
702 return; 664 return;
703 } 665
704 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
705 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
706 */ 668 */
707 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
708 int diff = tmp->stats.luck>0?-1:1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
709 op->stats.luck += diff; 673 stats.luck += diff;
710 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
675 }
711 } 676 }
712 }
713 } 677 }
714} 678}
715 679
716/* 680/*
717 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
718 */ 682 */
719 683void
720void remove_statbonus(object *op) { 684object::remove_statbonus ()
721 op->stats.Str -= op->arch->clone.stats.Str; 685{
722 op->stats.Dex -= op->arch->clone.stats.Dex; 686 for (int i = 0; i < NUM_STATS; ++i)
723 op->stats.Con -= op->arch->clone.stats.Con; 687 {
724 op->stats.Wis -= op->arch->clone.stats.Wis; 688 sint8 v = arch->stats.stat (i);
725 op->stats.Pow -= op->arch->clone.stats.Pow; 689 stats.stat (i) -= v;
726 op->stats.Cha -= op->arch->clone.stats.Cha; 690 contr->orig_stats.stat (i) -= v;
727 op->stats.Int -= op->arch->clone.stats.Int; 691 }
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} 692}
736 693
737/* 694/*
738 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
739 */ 696 */
740 697void
741void add_statbonus(object *op) { 698object::add_statbonus ()
742 op->stats.Str += op->arch->clone.stats.Str; 699{
743 op->stats.Dex += op->arch->clone.stats.Dex; 700 for (int i = 0; i < NUM_STATS; ++i)
744 op->stats.Con += op->arch->clone.stats.Con; 701 {
745 op->stats.Wis += op->arch->clone.stats.Wis; 702 sint8 v = arch->stats.stat (i);
746 op->stats.Pow += op->arch->clone.stats.Pow; 703 stats.stat (i) += v;
747 op->stats.Cha += op->arch->clone.stats.Cha; 704 contr->orig_stats.stat (i) += v;
748 op->stats.Int += op->arch->clone.stats.Int; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
757 747
758/* 748/*
759 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
760 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
761 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
762 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
763 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
764 */ 754 *
765/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
766 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
767 */ 757 */
768 758void
769void fix_player(object *op) { 759object::update_stats ()
770 int i,j; 760{
771 event *evt;
772 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
773 int weapon_weight=0,weapon_speed=0; 762 int weapon_weight = 0, weapon_speed = 0;
774 int best_wc=0, best_ac=0, wc=0, ac=0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
775 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
776 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
777 768
778 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
779 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
780 for(i=0;i<NUM_STATS;i++) { 772 for (int i = 0; i < NUM_STATS; i++)
781 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
782 } 774
783 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
784 op->contr->encumbrance=0; 776 contr->encumbrance = 0;
785 777
786 op->attacktype=0; 778 attacktype = 0;
779
787 op->contr->digestion = 0; 780 contr->digestion = 0;
788 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
789 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
790 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
791 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
792 op->contr->item_power = 0; 785 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 } 786 }
803 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
804 787
805 if(op->slaying!=NULL) { 788 for (int i = NUM_BODY_LOCATIONS; i--; )
806 free_string(op->slaying); 789 slot[i].used = slot[i].info;
807 op->slaying=NULL; 790
808 } 791 slaying = 0;
792
809 if(!QUERY_FLAG(op,FLAG_WIZ)) { 793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
810 CLEAR_FLAG(op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
811 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
812 } 797 }
813 798
814 CLEAR_FLAG(op,FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
815 CLEAR_FLAG(op,FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
816 CLEAR_FLAG(op,FLAG_BLIND); 801 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);
825 802
826 op->path_attuned=op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
827 op->path_repelled=op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
828 op->path_denied=op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
829 op->glow_radius=op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
830 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
831 op->chosen_skill = NULL; 814 chosen_skill = 0;
832 815
833 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
834 * archetype clone 817 * archetype clone
835 */ 818 */
836 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
837 820
838 for (i=0;i<NROFATTACKS;i++) { 821 for (int i = 0; i < NROFATTACKS; i++)
822 {
839 if (op->resist[i] > 0) 823 if (resist[i] > 0)
840 prot[i]= op->resist[i], vuln[i]=0; 824 prot[i] = resist[i], vuln[i] = 0;
841 else 825 else
842 vuln[i]= -(op->resist[i]), prot[i]=0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
843 potion_resist[i]=0; 828 potion_resist[i] = 0;
844 } 829 }
845
846 wc=op->arch->clone.stats.wc;
847 op->stats.dam=op->arch->clone.stats.dam;
848 830
831 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam;
833
849 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
850 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
851 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
854 * that their protection from physical goes down 839 * that their protection from physical goes down
855 */ 840 */
856 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
857 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 842 {
843 ac = max (-10, arch->stats.ac - level / 3);
858 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
859 } 845 }
860 else 846 else
861 ac=op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
862 848
863 op->stats.luck=op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
864 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
865 851
866 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
868 */ 854 */
869
870 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 855 for (tmp = inv; tmp; tmp = tmp->below)
871 /* See note in map.c:update_position about making this additive 856 {
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 857 /* This happens because apply_potion calls change_abil with the potion
877 * applied so we can tell the player what chagned. But change_abil 858 * applied so we can tell the player what changed. But change_abil
878 * then calls this function. 859 * then calls this function.
879 */ 860 */
880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
881 continue; 862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
882 } 866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
883 869
884 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
885 if (tmp->type == SKILL) { 871 if (tmp->type == SKILL)
872 {
886 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
887 if (IS_MANA_SKILL(tmp->subtype)) { 874 if (IS_MANA_SKILL (tmp->subtype))
875 {
888 if (!mana_obj) mana_obj=tmp; 876 if (!mana_obj)
877 mana_obj = tmp;
889 else if (tmp->level > mana_obj->level) mana_obj = tmp; 878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
890 } 880 }
881
891 if (IS_GRACE_SKILL(tmp->subtype)) { 882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
892 if (!grace_obj) grace_obj=tmp; 884 if (!grace_obj)
885 grace_obj = tmp;
893 else if (tmp->level > grace_obj->level) grace_obj = tmp; 886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
894 } 888 }
895 } 889 }
896 890
897 /* Container objects are not meant to adjust a players, but other applied 891 /* Container objects are not meant to adjust a players, but other applied
898 * objects need to make adjustments. 892 * objects need to make adjustments.
899 * This block should handle all player specific changes 893 * This block should handle all player specific changes
900 * The check for Praying is a bit of a hack - god given bonuses are put 894 * 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. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
904 * up, etc. 898 * up, etc.
905 */ 899 */
906 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING))
905 {
906 if (type == PLAYER)
907 {
908 contr->item_power += tmp->item_power;
909
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
907 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 if(op->type==PLAYER) { 913 && !tmp->flag [FLAG_CURSED]
909 if (tmp->type == BOW) 914 && !tmp->flag [FLAG_DAMNED])
910 op->contr->ranges[range_bow] = tmp; 915 continue;
911 916
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++) 917 for (int i = 0; i < NUM_STATS; i++)
916 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
917 919
918 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
919 * spell point recovery and mana point recovery. Seems sort of an arbitary
920 * list, but other items store other info into stats array.
921 */ 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; 922 contr->digestion += tmp->stats.food;
931 op->contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
932 op->contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
933 op->contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
934 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
935 op->contr->item_power += tmp->item_power;
936 } 927 }
937 } /* if this is a player */ 928 } /* if this is a player */
938 929 else
939 /* Update slots used for items */ 930 {
940 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 931 if (tmp->type == WEAPON)
941 for (i=0; i<NUM_BODY_LOCATIONS; i++) 932 current_weapon = tmp;
942 op->body_used[i] += tmp->body_info[i];
943 } 933 }
944 934
935 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info;
939
945 if(tmp->type==SYMPTOM) { 940 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
946 speed_reduce_from_disease = tmp->last_sp / 100.0; 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
947 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
948 }
949 943
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 948 */
955 if (tmp->type != POTION) { 949 if (tmp->type != POTION)
950 {
956 for (i=0; i<NROFATTACKS; i++) { 951 for (int i = 0; i < NROFATTACKS; i++)
952 {
957 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
958 * a straight MAX, as potion_resist is initialized to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
959 */ 955 */
960 if (tmp->type==POTION_EFFECT) { 956 if (tmp->type == POTION_EFFECT)
957 {
961 if (potion_resist[i]) 958 if (potion_resist[i])
962 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
963 else 960 else
964 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
965 } 962 }
966 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
967 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
968 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
969 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
970 } 967 }
971 } 968 }
972 969
973 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
974 if (tmp->type!=BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
975 op->attacktype|=tmp->attacktype; 973 attacktype |= tmp->attacktype;
976
977 op->path_attuned|=tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
978 op->path_repelled|=tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
979 op->path_denied|=tmp->path_denied; 976 path_denied |= tmp->path_denied;
980 op->stats.luck+=tmp->stats.luck;
981 op->move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
982 978 stats.luck += tmp->stats.luck;
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 } 979 }
998 980
999 if(tmp->stats.exp && tmp->type!=SKILL) { 981 flag |= tmp->flag & copy_flags;
1000 if(tmp->stats.exp > 0) { 982
1001 added_speed+=(float)tmp->stats.exp/3.0; 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1002 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 984 SET_FLAG (this, FLAG_UNDEAD);
1003 } else 985
1004 added_speed+=(float)tmp->stats.exp; 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
987 {
988 SET_FLAG (this, FLAG_MAKE_INVIS);
989 invisible = 1;
1005 } 990 }
1006 991
992 if (tmp->stats.exp && tmp->type != SKILL)
993 {
994 if (tmp->stats.exp > 0)
995 {
996 added_speed += tmp->stats.exp / 3.f;
997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
998 }
999 else
1000 added_speed += tmp->stats.exp;
1001 }
1002
1007 switch(tmp->type) { 1003 switch (tmp->type)
1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1008 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1009 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1010 case SKILL: 1016 case SKILL:
1011 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1019 break;
1012 1020
1013 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1014
1015 if (op->chosen_skill) { 1021 if (chosen_skill)
1022 {
1016 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", op->name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1017 } 1029 }
1030 else
1018 op->chosen_skill = tmp; 1031 chosen_skill = tmp;
1019 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1032
1033 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */
1020 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1021 weapon_speed = (int) WEAPON_SPEED(tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1037
1038 if (weapon_speed < 0)
1022 if(weapon_speed<0) weapon_speed = 0; 1039 weapon_speed = 0;
1040
1023 weapon_weight=tmp->weight; 1041 weapon_weight = tmp->weight;
1024 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043
1044 if (tmp->magic)
1025 if(tmp->magic) op->stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1026 } 1046 }
1047
1027 if(tmp->stats.wc) 1048 if (tmp->stats.wc)
1028 wc-=(tmp->stats.wc+tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1029 1050
1030 if(tmp->slaying!=NULL) { 1051 if (tmp->slaying)
1031 if (op->slaying != NULL)
1032 free_string (op->slaying);
1033 add_refcount(op->slaying = tmp->slaying); 1052 slaying = tmp->slaying;
1034 }
1035 1053
1036 if(tmp->stats.ac) 1054 if (tmp->stats.ac)
1037 ac-=(tmp->stats.ac+tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1056
1038 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1039 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1040 if (op->type == PLAYER) 1059 }
1041 op->contr->ranges[range_skill] = op; 1060
1042 break; 1061 break;
1043 1062
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: 1063 case SHIELD:
1054 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1055 op->contr->encumbrance+=(int)tmp->weight/2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1056 case RING: 1066 case RING:
1057 case AMULET: 1067 case AMULET:
1058 case GIRDLE: 1068 case GIRDLE:
1059 case HELMET: 1069 case HELMET:
1060 case BOOTS: 1070 case BOOTS:
1061 case GLOVES: 1071 case GLOVES:
1062 case CLOAK: 1072 case CLOAK:
1063 if(tmp->stats.wc) 1073 if (tmp->stats.wc)
1064 wc-=(tmp->stats.wc+tmp->magic); 1074 wc -= tmp->stats.wc + tmp->magic;
1075
1065 if(tmp->stats.dam) 1076 if (tmp->stats.dam)
1066 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1077 stats.dam += tmp->stats.dam + tmp->magic;
1078
1067 if(tmp->stats.ac) 1079 if (tmp->stats.ac)
1068 ac-=(tmp->stats.ac+tmp->magic); 1080 ac -= tmp->stats.ac + tmp->magic;
1081
1069 break; 1082 break;
1070 1083
1084 case BOW:
1071 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1072 wc-=(tmp->stats.wc+tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1089
1073 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1074 ac-=tmp->stats.ac+tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1092
1075 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1076 weapon_weight=tmp->weight; 1094 weapon_weight = tmp->weight;
1077 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096
1078 if(weapon_speed<0) weapon_speed=0; 1097 if (weapon_speed < 0)
1079 if(tmp->slaying!=NULL) { 1098 weapon_speed = 0;
1080 if (op->slaying != NULL) 1099
1081 free_string (op->slaying);
1082 add_refcount(op->slaying = tmp->slaying); 1100 slaying = tmp->slaying;
1083 } 1101
1084 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1085 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1086 * go. 1104 * go.
1087 */ 1105 */
1088 op->current_weapon = tmp; 1106
1107 if (type == PLAYER)
1089 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1108 if (settings.spell_encumbrance)
1090 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1091 break;
1092
1093 case ARMOUR: /* Only the best of these three are used: */
1094 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1095 op->contr->encumbrance+=(int)tmp->weight/1000; 1109 contr->encumbrance += tmp->weight * 3 / 1000;
1096
1097 case BRACERS:
1098 case FORCE:
1099 if(tmp->stats.wc) {
1100 if(best_wc<tmp->stats.wc+tmp->magic) {
1101 wc+=best_wc;
1102 best_wc=tmp->stats.wc+tmp->magic;
1103 } else
1104 wc+=tmp->stats.wc+tmp->magic;
1105 } 1110 }
1106 if(tmp->stats.ac) { 1111
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; 1112 break;
1113
1114 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000;
1117
1118 case BRACERS:
1119 case FORCE:
1120 if (tmp->stats.wc)
1121 {
1122 if (best_wc < tmp->stats.wc + tmp->magic)
1123 {
1124 wc += best_wc;
1125 best_wc = tmp->stats.wc + tmp->magic;
1126 }
1127 else
1128 wc += tmp->stats.wc + tmp->magic;
1129 }
1130
1131 if (tmp->stats.ac)
1132 {
1133 if (best_ac < tmp->stats.ac + tmp->magic)
1134 {
1135 ac += best_ac; /* Remove last bonus */
1136 best_ac = tmp->stats.ac + tmp->magic;
1137 }
1138 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic;
1140 }
1141
1142 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic);
1144
1145 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic);
1147
1148 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150
1151 break;
1119 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1120 } /* item is equipped */ 1153 } /* item is equipped */
1121 } /* for loop of items */ 1154 } /* for loop of items */
1122 1155
1123 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* 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. 1157 * have generated intermediate values which we now need to assign.
1125 */ 1158 */
1126 1159
1127 /* 'total resistance = total protections - total vulnerabilities'. 1160 /* 'total resistance = total protections - total vulnerabilities'.
1128 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1129 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1130 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1131 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1132 */ 1165 */
1133 for (i=0; i<NROFATTACKS; i++) { 1166 for (int i = 0; i < NROFATTACKS; i++)
1167 {
1134 op->resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1169
1135 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1136 (potion_resist[i] < 0)))
1137 op->resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1138 } 1175 {
1139 1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1140 /* Figure out the players sp/mana/hp totals. */ 1182 /* Figure out the players sp/mana/hp totals. */
1141 if(op->type==PLAYER) {
1142 int pl_level; 1183 int pl_level;
1143 1184
1144 check_stat_bounds(&(op->stats)); 1185 check_stat_bounds (&(stats));
1145 pl_level=op->level; 1186 pl_level = level;
1146 1187
1188 if (pl_level < 1)
1147 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1148 1190
1149 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* 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. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1151 */ 1193 */
1152 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1196 {
1153 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198
1154 if(i%2 && con_bonus[op->stats.Con]%2) { 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1155 if (con_bonus[op->stats.Con]>0) 1200 if (con_bonus[stats.Con] > 0)
1156 j++; 1201 j++;
1202 else
1203 j--;
1204
1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1206 }
1207
1208 stats.maxhp += 2 * max (0, level - 10);
1209
1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp;
1212
1213 /* Sp gain is controlled by the level of the player's
1214 * relevant experience object (mana_obj, see above)
1215 */
1216 /* following happen when skills system is not used */
1217 if (!mana_obj)
1218 mana_obj = this;
1219
1220 if (!grace_obj)
1221 grace_obj = this;
1222
1223 /* set maxsp */
1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1225 mana_obj = this;
1226
1227 if (mana_obj == this && type == PLAYER)
1228 stats.maxsp = 1;
1229 else
1230 {
1231 float sp_tmp = 0.f;
1232
1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 {
1235 float stmp;
1236
1237 /* Got some extra bonus at first level */
1238 if (i < 2)
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1157 else 1240 else
1158 j--; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242
1243 sp_tmp += max (1.f, stmp);
1159 } 1244 }
1160 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1249 /* Characters can get their sp supercharged via rune of transferrance */
1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1251
1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1254 grace_obj = this;
1255
1256 if (grace_obj == this && type == PLAYER)
1257 stats.maxgrace = 1;
1258 else
1161 } 1259 {
1162 1260 /* store grace in a float - this way, the divisions below don't create
1163 for(i=11;i<=op->level;i++) 1261 * big jumps when you go from level to level - with int's, it then
1164 op->stats.maxhp+=2; 1262 * becomes big jumps when the sums of the bonuses jump to the next
1165 1263 * step of 8 - with floats, even fractional ones are useful.
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 */ 1264 */
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; 1265 float sp_tmp = 0.f;
1182 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 {
1183 float stmp; 1269 float grace_tmp = 0.f;
1184 1270
1185 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1186 if(i<2) { 1272 if (i < 2)
1187 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1188 (float)sp_bonus[op->stats.Int])/6.0);
1189 } else { 1274 else
1190 stmp=(float)op->contr->levsp[i] 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1191 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1276
1192 (float)sp_bonus[op->stats.Int])/12.0; 1277 sp_tmp += max (1.f, grace_tmp);
1193 }
1194 if (stmp<1.0) stmp=1.0;
1195 sp_tmp+=stmp;
1196 } 1278 }
1197 op->stats.maxsp=(int)sp_tmp;
1198 1279
1199 for(i=11;i<=mana_obj->level;i++) 1280 /* two grace points per level after 10 */
1200 op->stats.maxsp+=2; 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1282 }
1283
1284 /* No limit on grace vs maxgrace */
1285
1286 if (contr->braced)
1201 } 1287 {
1202 /* Characters can get their sp supercharged via rune of transferrance */ 1288 ac += 2;
1203 if(op->stats.sp>op->stats.maxsp*2) 1289 wc += 4;
1204 op->stats.sp=op->stats.maxsp*2; 1290 }
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 { 1291 else
1212 /* store grace in a float - this way, the divisions below don't create 1292 ac -= dex_bonus[stats.Dex];
1213 * big jumps when you go from level to level - with int's, it then 1293
1214 * becomes big jumps when the sums of the bonuses jump to the next 1294 /* In new exp/skills system, wc bonuses are related to
1215 * step of 8 - with floats, even fractional ones are useful. 1295 * the players level in a relevant exp object (wc_obj)
1296 * not the general player level -b.t.
1297 * I changed this slightly so that wc bonuses are better
1298 * than before. This is to balance out the fact that
1299 * the player no longer gets a personal weapon w/ 1
1300 * improvement every level, now its fighterlevel/5. So
1301 * we give the player a bonus here in wc and dam
1302 * to make up for the change. Note that I left the
1303 * monster bonus the same as before. -b.t.
1304 */
1305 object *wc_obj = chosen_skill;
1306
1307 if (contr && wc_obj && wc_obj->level > 1)
1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1311 for (int i = 1; i < wc_obj->level; i++)
1216 */ 1312 {
1217 sp_tmp=0.0; 1313 /* additional wc every 6 levels */
1218 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1314 if (!(i % 6))
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 } 1315 wc--;
1230 if (grace_tmp<1.0) grace_tmp=1.0; 1316
1231 sp_tmp+=grace_tmp; 1317 /* additional dam every 4 levels. */
1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1232 } 1320 }
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 } 1321 }
1239 /* No limit on grace vs maxgrace */
1240
1241 if(op->contr->braced) {
1242 ac+=2;
1243 wc+=4;
1244 }
1245 else 1322 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]); 1323 wc -= level + thaco_bonus[stats.Str];
1271 1324
1272 op->stats.dam+=dam_bonus[op->stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1273 1326
1274 if(op->stats.dam<1) 1327 if (stats.dam < 1)
1275 op->stats.dam=1; 1328 stats.dam = 1;
1276 1329
1277 op->speed=1.0+speed_bonus[op->stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1278 if (settings.search_items && op->contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1279 op->speed -= 1; 1333 speed -= 1;
1334
1280 if (op->attacktype==0) 1335 if (attacktype == 0)
1281 op->attacktype=op->arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1337 } /* End if player */
1282 1338
1283 } /* End if player */
1284
1285 if(added_speed>=0) 1339 if (added_speed >= 0)
1286 op->speed+=added_speed/10.0; 1340 speed += added_speed / 10.f;
1287 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1288 op->speed /= (float)(1.0-added_speed); 1342 speed /= 1.f - added_speed;
1289 1343
1290 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1291 if(op->speed>max) 1345 speed = min (speed, max_speed);
1292 op->speed=max;
1293 1346
1294 if(op->type == PLAYER) { 1347 if (type == PLAYER)
1348 {
1295 /* f is a number the represents the number of kg above (positive num) 1349 /* 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 1350 * or below (negative number) that the player is carrying. If above
1297 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1298 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1299 */ 1353 */
1300 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0.f)
1301 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1302 } 1357 }
1303 1358
1304 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1305 1361
1306 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* 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. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1308 */ 1364 */
1309 op->speed = op->speed * speed_reduce_from_disease; 1365 if (speed < 0.04f && type == PLAYER)
1366 speed = 0.04f;
1310 1367
1311 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1368 if (speed != old_speed)
1369 set_speed (speed);
1312 1370
1313 if(op->type == PLAYER) { 1371 if (type == PLAYER)
1314 float M,W,s,D,K,S,M2; 1372 {
1315
1316 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1317 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1318 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1319 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1320 */ 1377 */
1321 M=(max_carry[op->stats.Str]-121)/121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1322 M2=max_carry[op->stats.Str]/100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1323 W=weapon_weight/20000.0; 1380 float W = weapon_weight / 20000.f;
1324 s=2-weapon_speed/10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1325 D=(op->stats.Dex-14)/14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1326 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327 K*=(4+op->level)/(float)(6+op->level)*1.2; 1384
1328 if(K<=0) K=0.01; 1385 K *= (4 + level) * 1.2f / (6 + level);
1329 S=op->speed/(K*s); 1386
1330 op->contr->weapon_sp=S; 1387 if (K <= 0.01f)
1388 K = 0.01f;
1389
1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 } 1391 }
1392
1332 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1333 if(op->type!=PLAYER&&op->arch!=NULL&& 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1334 op->stats.dam>op->arch->clone.stats.dam*3) 1395 stats.dam = arch->stats.dam * 3;
1335 op->stats.dam=op->arch->clone.stats.dam*3;
1336 1396
1337 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
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 1399
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, 1400 /* if for some reason the creature doesn't have any move type,
1350 * give them walking as a default. 1401 * give them walking as a default.
1351 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1352 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1353 * one or the other. 1404 * one or the other.
1354 */ 1405 */
1355 if (op->move_type == 0) op->move_type = MOVE_WALK; 1406 if (move_type == 0)
1407 move_type = MOVE_WALK;
1356 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK;
1357 1410
1358 update_ob_speed(op);
1359
1360 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1361 * so we will check that now. 1412 * so we will check that now.
1362 */ 1413 */
1363 if (op->type == PLAYER) esrv_update_spells(op->contr); 1414 if (type == PLAYER)
1415 {
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1364} 1423}
1365 1424
1366/* 1425/*
1367 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1368 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1369 * check if the stat becomes negative, thus this function 1428 * check if the stat becomes negative, thus this function
1370 * merely checks that all stats are 1 or more, and returns 1429 * merely checks that all stats are 1 or more, and returns
1371 * false otherwise. 1430 * false otherwise.
1372 */ 1431 */
1373 1432int
1374int allowed_class(const object *op) { 1433allowed_class (const object *op)
1375 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1434{
1376 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1435 return op->stats.Dex > 0
1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1377 op->stats.Cha>0; 1441 && op->stats.Cha > 0;
1378} 1442}
1379 1443
1380/* 1444/*
1381 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1382 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1385 * Note that the title is written to 'own_title' in the 1449 * Note that the title is written to 'own_title' in the
1386 * player struct. This should be changed to 'ext_title' 1450 * player struct. This should be changed to 'ext_title'
1387 * as soon as clients support this! 1451 * as soon as clients support this!
1388 * Please, anyone, write support for 'ext_title'. 1452 * Please, anyone, write support for 'ext_title'.
1389 */ 1453 */
1454void
1390void set_dragon_name(object *pl, const object *abil, const object *skin) { 1455set_dragon_name (object *pl, const object *abil, const object *skin)
1456{
1391 int atnr=-1; /* attacknumber of highest level */ 1457 int atnr = -1; /* attacknumber of highest level */
1392 int level=0; /* highest level */ 1458 int level = 0; /* highest level */
1393 int i; 1459 int i;
1394 1460
1395 /* Perhaps do something more clever? */ 1461 /* Perhaps do something more clever? */
1396 if (!abil || !skin) return; 1462 if (!abil || !skin)
1397 1463 return;
1464
1398 /* first, look for the highest level */ 1465 /* first, look for the highest level */
1399 for(i=0; i<NROFATTACKS; i++) { 1466 for (i = 0; i < NROFATTACKS; i++)
1400 if (atnr_is_dragon_enabled(i) && 1467 {
1401 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1468 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1469 {
1402 level = abil->resist[i]; 1470 level = abil->resist[i];
1403 atnr = i; 1471 atnr = i;
1404 } 1472 }
1405 } 1473 }
1406 1474
1407 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1408 or else at random */ 1476 or else at random */
1409 if (atnr_is_dragon_enabled(abil->stats.exp) && 1477 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; 1478 atnr = abil->stats.exp;
1412 1479
1413 level = (int)(level/5.); 1480 level = (int) (level / 25.);
1414 1481
1415 /* now set the new title */ 1482 /* now set the new title */
1416 if (pl->contr != NULL) { 1483 if (pl->contr)
1484 {
1417 if(level == 0) 1485 if (level == 0)
1418 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1419 else if (level == 1) 1487 else if (level == 1)
1420 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1421 else if (level == 2) 1489 else if (level == 2)
1422 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1423 else if (level == 3) 1491 else if (level == 3)
1424 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1492 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1425 else {
1426 /* special titles for extra high resistance! */
1427 if (skin->resist[atnr] > 80)
1428 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]);
1431 else 1493 else
1494 {
1495 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1500 else
1432 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1433 } 1502 }
1434 } 1503 }
1435 1504
1436 strcpy(pl->contr->own_title, ""); 1505 strcpy (pl->contr->own_title, "");
1437} 1506}
1438 1507
1439/* 1508/*
1440 * This function is called when a dragon-player gains 1509 * This function is called when a dragon-player gains
1441 * an overall level. Here, the dragon might gain new abilities 1510 * an overall level. Here, the dragon might gain new abilities
1442 * or change the ability-focus. 1511 * or change the ability-focus.
1443 */ 1512 */
1513void
1444void dragon_level_gain(object *who) { 1514dragon_level_gain (object *who)
1515{
1445 object *abil = NULL; /* pointer to dragon ability force*/ 1516 object *abil = NULL; /* pointer to dragon ability force */
1446 object *skin = NULL; /* pointer to dragon skin force*/ 1517 object *skin = NULL; /* pointer to dragon skin force */
1447 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1448 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1449 1520
1450 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1451 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1452 if (tmp->type == FORCE) { 1523 if (tmp->type == FORCE)
1453 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1454 abil = tmp; 1525 abil = tmp;
1455 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1456 skin = tmp; 1527 skin = tmp;
1457 } 1528
1458 }
1459 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1460 if (abil == NULL) return; 1530 if (abil == NULL)
1461 1531 return;
1532
1462 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1463 * New abilties can only be gained by surpassing this max level 1534 * New abilties can only be gained by surpassing this max level
1464 */ 1535 */
1465 if (who->level > abil->level) { 1536 if (who->level > abil->level)
1537 {
1466 /* increase our focused ability */ 1538 /* increase our focused ability */
1467 abil->resist[abil->stats.exp]++; 1539 abil->resist[abil->stats.exp]++;
1468
1469 1540
1541
1470 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1542 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1543 {
1471 /* time to hand out a new ability-gift */ 1544 /* time to hand out a new ability-gift */
1472 dragon_ability_gain(who, (int)abil->stats.exp, 1545 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 } 1546 }
1475 1547
1476 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1548 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1549 {
1477 /* apply new ability focus */ 1550 /* apply new ability focus */
1478 sprintf(buf, "Your metabolism now focuses on %s!", 1551 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); 1552 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1481 1553
1482 abil->stats.exp = abil->last_eat; 1554 abil->stats.exp = abil->last_eat;
1483 abil->last_eat = 0; 1555 abil->last_eat = 0;
1484 } 1556 }
1485 1557
1486 abil->level = who->level; 1558 abil->level = who->level;
1487 } 1559 }
1488 1560
1489 /* last but not least, set the new title for the dragon */ 1561 /* last but not least, set the new title for the dragon */
1490 set_dragon_name(who, abil, skin); 1562 set_dragon_name (who, abil, skin);
1491} 1563}
1492 1564
1493/* Handy function - given the skill name skill_name, we find the skill 1565/* Handy function - given the skill name skill_name, we find the skill
1494 * archetype/object, set appropriate values, and insert it into 1566 * archetype/object, set appropriate values, and insert it into
1495 * the object (op) that is passed. 1567 * the object (op) that is passed.
1496 * We return the skill - this makes it easier for calling functions that 1568 * We return the skill - this makes it easier for calling functions that
1497 * want to do something with it immediately. 1569 * want to do something with it immediately.
1498 */ 1570 */
1571object *
1499object *give_skill_by_name(object *op, const char *skill_name) 1572give_skill_by_name (object *op, const char *skill_name)
1500{ 1573{
1501 object *skill_obj; 1574 object *skill_obj;
1502 1575
1503 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1504 if (!skill_obj) { 1577 if (!skill_obj)
1578 {
1505 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1506 return NULL; 1580 return NULL;
1507 } 1581 }
1582
1508 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1509 * still doesn't know it. 1584 * still doesn't know it.
1510 */ 1585 */
1511 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1512 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1513 skill_obj->level = 1; 1588 skill_obj->level = 1;
1514 insert_ob_in_ob(skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1515 if (op->contr) { 1590
1591 if (player *pl = op->contr)
1592 {
1516 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1517 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1518 } 1596 }
1597
1519 return skill_obj; 1598 return skill_obj;
1520} 1599}
1521
1522 1600
1523/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1524 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1525 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1526 * don't really gain levels 1604 * don't really gain levels
1527 * who is the player, op is what we are checking to gain the level 1605 * who is the player, op is what we are checking to gain the level
1528 * (eg, skill) 1606 * (eg, skill)
1529 */ 1607 */
1608void
1530void player_lvl_adj(object *who, object *op) { 1609player_lvl_adj (object *who, object *op)
1610{
1531 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1532 1612 bool changed = false;
1613
1533 if(!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1534 op = who; 1615 op = who;
1535 1616
1536 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1618 {
1619 changed = true;
1620
1537 op->level++; 1621 op->level++;
1538 1622
1539 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1540 dragon_level_gain(who); 1624 dragon_level_gain (who);
1541 1625
1542 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1543 if(op==who && (who->level < 11) && who->type==PLAYER) { 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 {
1544 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1629 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); 1630 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; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1632 }
1633
1634 if (op->level > 1)
1547 } 1635 {
1548
1549 fix_player(who);
1550 if(op->level>1) {
1551 if (op->type!=PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1552 sprintf(buf,"You are now level %d in the %s skill.",op->level,op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1553 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1554 sprintf(buf,"You are now level %d.",op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1555 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1556 } 1645 }
1557 player_lvl_adj(who,op); /* To increase more levels */ 1646
1558 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1647 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); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650 }
1651
1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1654 changed = true;
1655
1656 op->level--;
1657
1658 if (op->type != PLAYER)
1564 } 1659 {
1565 player_lvl_adj(who,op); /* To decrease more levels */ 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 }
1663 }
1664
1665 if (changed)
1566 } 1666 {
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1567 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1568 esrv_update_spells(who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1569} 1672}
1570 1673
1571/* 1674/*
1572 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1573 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1574 */ 1677 */
1575 1678
1679sint64
1576sint64 level_exp(int level,double expmul) { 1680level_exp (int level, double expmul)
1681{
1577 if (level > settings.max_level) 1682 if (level > settings.max_level)
1578 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1579 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1580} 1686}
1581 1687
1582/* 1688/*
1583 * Ensure that the permanent experience requirements in an exp object are met. 1689 * 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 1690 * 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 1691 * 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, 1692 * 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. 1693 * this can now work on a much larger set of objects.
1588 */ 1694 */
1695void
1589void calc_perm_exp(object *op) 1696calc_perm_exp (object *op)
1590{ 1697{
1591 int p_exp_min; 1698 int p_exp_min;
1592 1699
1593 /* Ensure that our permanent experience minimum is met. 1700 /* Ensure that our permanent experience minimum is met.
1594 * permenent_exp_ratio is an integer percentage, we divide by 100 1701 * permenent_exp_ratio is an integer percentage, we divide by 100
1595 * to get the fraction */ 1702 * to get the fraction */
1596 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1703 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1597 1704
1598 if (op->perm_exp < p_exp_min) 1705 if (op->perm_exp < p_exp_min)
1599 op->perm_exp = p_exp_min; 1706 op->perm_exp = p_exp_min;
1600 1707
1601 /* Cap permanent experience. */ 1708 /* Cap permanent experience. */
1602 if (op->perm_exp < 0) 1709 if (op->perm_exp < 0)
1603 op->perm_exp = 0; 1710 op->perm_exp = 0;
1604 else if (op->perm_exp > MAX_EXPERIENCE) 1711 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1605 op->perm_exp = MAX_EXPERIENCE; 1712 op->perm_exp = MAX_EXPERIENCE;
1606} 1713}
1607
1608 1714
1609/* Add experience to a player - exp should only be positive. 1715/* Add experience to a player - exp should only be positive.
1610 * Updates permanent exp for the skill we are adding to. 1716 * Updates permanent exp for the skill we are adding to.
1611 * skill_name is the skill to add exp to. Skill name can be 1717 * skill_name is the skill to add exp to. Skill name can be
1612 * NULL, in which case exp increases the players general 1718 * NULL, in which case exp increases the players general
1613 * total, but not any particular skill. 1719 * total, but not any particular skill.
1614 * flag is what to do if the player doesn't have the skill: 1720 * flag is what to do if the player doesn't have the skill:
1615 */ 1721 */
1616 1722static void
1617static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1618{ 1724{
1619 object *skill_obj = NULL; 1725 object *skill_obj = NULL;
1620 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1621 int i; 1727 int i;
1622 1728
1623 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1624 if (op->contr->braced) 1730 if (op->contr->braced)
1625 exp = exp / 5; 1731 exp /= 5;
1626 1732
1627 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1628 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1629 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1630 * the players inventory. 1736 * the players inventory.
1631 */ 1737 */
1632 if (skill_name) 1738 if (skill_name)
1633 { 1739 {
1634 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1635 !strcmp (skill_name, op->chosen_skill->skill))
1636 skill_obj = op->chosen_skill; 1741 skill_obj = op->chosen_skill;
1637 else 1742 else
1638 { 1743 {
1639 for (i = 0; i < NUM_SKILLS; i++) 1744 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)) 1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1642 { 1746 {
1643 skill_obj = op->contr->last_skill_ob[i]; 1747 skill_obj = op->contr->last_skill_ob[i];
1644 break; 1748 break;
1645 } 1749 }
1646 1750
1665 exp_to_add = exp; 1769 exp_to_add = exp;
1666 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1770 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1667 if (exp_to_add > limit) 1771 if (exp_to_add > limit)
1668 exp_to_add = limit; 1772 exp_to_add = limit;
1669 1773
1670 ADD_EXP (op->stats.exp, 1774 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) 1775 if (settings.permanent_exp_ratio)
1674 { 1776 {
1675 ADD_EXP (op->perm_exp, 1777 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); 1778 calc_perm_exp (op);
1679 } 1779 }
1680 1780
1681 player_lvl_adj (op, NULL); 1781 player_lvl_adj (op, NULL);
1682 } 1782 }
1689 exp_to_add = limit; 1789 exp_to_add = limit;
1690 1790
1691 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1791 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1692 if (settings.permanent_exp_ratio) 1792 if (settings.permanent_exp_ratio)
1693 { 1793 {
1694 skill_obj->perm_exp +=
1695 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1794 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1696 calc_perm_exp (skill_obj); 1795 calc_perm_exp (skill_obj);
1697 } 1796 }
1698 1797
1699 player_lvl_adj (op, skill_obj); 1798 player_lvl_adj (op, skill_obj);
1700 } 1799 }
1706 * adjustments based on permanent exp and the like. 1805 * adjustments based on permanent exp and the like.
1707 * This function should always be used for losing experience - 1806 * This function should always be used for losing experience -
1708 * the 'exp' value passed should be positive - this is the 1807 * the 'exp' value passed should be positive - this is the
1709 * amount that should get subtract from the player. 1808 * amount that should get subtract from the player.
1710 */ 1809 */
1810sint64
1711sint64 check_exp_loss(const object *op, sint64 exp) 1811check_exp_loss (const object *op, sint64 exp)
1712{ 1812{
1713 sint64 del_exp; 1813 sint64 del_exp;
1714 1814
1715 if (exp > op->stats.exp) exp = op->stats.exp; 1815 if (exp > op->stats.exp)
1816 exp = op->stats.exp;
1716 if (settings.permanent_exp_ratio) { 1817 if (settings.permanent_exp_ratio)
1818 {
1717 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1718 if (del_exp < 0) del_exp = 0; 1820 if (del_exp < 0)
1821 del_exp = 0;
1719 if (exp > del_exp) exp=del_exp; 1822 if (exp > del_exp)
1823 exp = del_exp;
1720 } 1824 }
1721 return exp; 1825 return exp;
1722} 1826}
1723 1827
1828sint64
1724sint64 check_exp_adjust(const object *op, sint64 exp) 1829check_exp_adjust (const object *op, sint64 exp)
1725{ 1830{
1831 if (exp < 0)
1726 if (exp<0) return check_exp_loss(op, exp); 1832 return check_exp_loss (op, exp);
1833 else
1727 else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); 1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1728} 1835}
1729 1836
1730 1837
1731/* Subtracts experience from player. 1838/* Subtracts experience from player.
1732 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1738 * as much as listed. Eg, if player has gotten reduced to the point 1845 * 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. 1846 * 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 1847 * exp is the amount of exp to subtract - thus, it should be
1741 * a postive number. 1848 * a postive number.
1742 */ 1849 */
1850static void
1743static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1851subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1744{ 1852{
1745 float fraction = (float) exp/(float) op->stats.exp; 1853 float fraction = (float) exp / (float) op->stats.exp;
1746 object *tmp; 1854 object *tmp;
1747 sint64 del_exp; 1855 sint64 del_exp;
1748 1856
1749 for(tmp=op->inv;tmp;tmp=tmp->below) 1857 for (tmp = op->inv; tmp; tmp = tmp->below)
1750 if(tmp->type==SKILL && tmp->stats.exp) { 1858 if (tmp->type == SKILL && tmp->stats.exp)
1859 {
1751 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1861 {
1752 del_exp = check_exp_loss(tmp, exp); 1862 del_exp = check_exp_loss (tmp, exp);
1753 tmp->stats.exp -= del_exp; 1863 tmp->stats.exp -= del_exp;
1754 player_lvl_adj(op, tmp); 1864 player_lvl_adj (op, tmp);
1865 }
1755 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1866 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 {
1756 /* only want to process other skills if we are not trying 1868 /* only want to process other skills if we are not trying
1757 * to match a specific skill. 1869 * to match a specific skill.
1758 */ 1870 */
1759 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1760 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1761 player_lvl_adj(op, tmp); 1873 player_lvl_adj (op, tmp);
1762 } 1874 }
1763 } 1875 }
1876
1764 if (flag != SK_SUBTRACT_SKILL_EXP) { 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1878 {
1765 del_exp = check_exp_loss(op, exp); 1879 del_exp = check_exp_loss (op, exp);
1766 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1767 player_lvl_adj(op,NULL); 1881 player_lvl_adj (op, NULL);
1768 } 1882 }
1769} 1883}
1770
1771
1772 1884
1773/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1774 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1775 * 1887 *
1776 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1777 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1778 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1779 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1780 * these last two values are only used for players. 1892 * these last two values are only used for players.
1781 */ 1893 */
1782 1894void
1783void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1784 1896{
1785#ifdef EXP_DEBUG 1897#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); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1790#endif 1899#endif
1791#endif
1792 1900
1793 /* safety */ 1901 /* safety */
1794 if(!op) { 1902 if (!op)
1903 {
1795 LOG(llevError,"change_exp() called for null object!\n"); 1904 LOG (llevError, "change_exp() called for null object!\n");
1796 return; 1905 return;
1797 } 1906 }
1798 1907
1799 /* if no change in exp, just return - most of the below code 1908 /* if no change in exp, just return - most of the below code
1800 * won't do anything if the value is 0 anyways. 1909 * won't do anything if the value is 0 anyways.
1801 */ 1910 */
1802 if (exp == 0) return; 1911 if (exp == 0)
1912 return;
1803 1913
1804 /* Monsters are easy - we just adjust their exp - we 1914 /* Monsters are easy - we just adjust their exp - we
1805 * don't adjust level, since in most cases it is unrelated to 1915 * don't adjust level, since in most cases it is unrelated to
1806 * the exp they have - the monsters exp represents what its 1916 * the exp they have - the monsters exp represents what its
1807 * worth. 1917 * worth.
1808 */ 1918 */
1809 if(op->type != PLAYER) { 1919 if (op->type != PLAYER)
1920 {
1810 /* Sanity check */ 1921 /* Sanity check */
1811 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1922 if (!QUERY_FLAG (op, FLAG_ALIVE))
1923 return;
1812 1924
1813 /* reset exp to max allowed value. We subtract from 1925 /* reset exp to max allowed value. We subtract from
1814 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1815 * more than max exp, just return. 1927 * more than max exp, just return.
1928 */
1929 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1930 {
1931 exp = MAX_EXPERIENCE - op->stats.exp;
1932 if (exp < 0)
1933 return;
1934 }
1935
1936 op->stats.exp += exp;
1937 }
1938 else
1939 { /* Players only */
1940 if (exp > 0)
1941 add_player_exp (op, exp, skill_name, flag);
1942 else
1943 /* note that when you lose exp, it doesn't go against
1944 * a particular skill, so we don't need to pass that
1945 * along.
1816 */ 1946 */
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); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
1833
1834 } 1948 }
1835} 1949}
1836 1950
1837/* Applies a death penalty experience, the size of this is defined by the 1951/* 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 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
1839 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
1840 */ 1954 */
1841 1955void
1842void apply_death_exp_penalty(object *op) { 1956apply_death_exp_penalty (object *op)
1957{
1843 object *tmp; 1958 object *tmp;
1844 sint64 loss; 1959 sint64 loss;
1845 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1846 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1847 1962
1848 for(tmp=op->inv;tmp;tmp=tmp->below) 1963 for (tmp = op->inv; tmp; tmp = tmp->below)
1849 if(tmp->type==SKILL && tmp->stats.exp) { 1964 if (tmp->type == SKILL && tmp->stats.exp)
1965 {
1850 1966
1851 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1967 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)]; 1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1853 1969
1854 /* With the revised exp system, you can get cases where 1970 /* With the revised exp system, you can get cases where
1855 * losing several levels would still require that you have more 1971 * losing several levels would still require that you have more
1856 * exp than you currently have - this is true if the levels 1972 * exp than you currently have - this is true if the levels
1857 * tables is a lot harder. 1973 * tables is a lot harder.
1858 */ 1974 */
1859 if (level_loss < 0) level_loss = 0; 1975 if (level_loss < 0)
1976 level_loss = 0;
1860 1977
1861 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1862 1979
1863 tmp->stats.exp -= loss; 1980 tmp->stats.exp -= loss;
1864 player_lvl_adj(op,tmp); 1981 player_lvl_adj (op, tmp);
1865 } 1982 }
1866 1983
1867 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1984 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)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1869 if (level_loss < 0) level_loss = 0; 1986
1987 if (level_loss < 0)
1988 level_loss = 0;
1870 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1871 1990
1872 op->stats.exp -= loss; 1991 op->stats.exp -= loss;
1873 player_lvl_adj(op,NULL); 1992 player_lvl_adj (op, NULL);
1874} 1993}
1875 1994
1876/* This function takes an object (monster/player, op), and 1995/* This function takes an object (monster/player, op), and
1877 * determines if it makes a basic save throw by looking at the 1996 * determines if it makes a basic save throw by looking at the
1878 * save_throw table. level is the effective level to make 1997 * save_throw table. level is the effective level to make
1879 * the save at, and bonus is any plus/bonus (typically based on 1998 * the save at, and bonus is any plus/bonus (typically based on
1880 * resistance to particular attacktype. 1999 * resistance to particular attacktype.
1881 * Returns 1 if op makes his save, 0 if he failed 2000 * Returns 1 if op makes his save, 0 if he failed
1882 */ 2001 */
2002int
1883int did_make_save(const object *op, int level, int bonus) 2003did_make_save (const object *op, int level, int bonus)
1884{ 2004{
1885 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2005 if (level > MAX_SAVE_LEVEL)
2006 level = MAX_SAVE_LEVEL;
1886 2007
1887 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2008 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1888 return 0;
1889 return 1; 2009 return 0;
2010
2011 return 1;
1890} 2012}
1891

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