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Comparing deliantra/server/common/living.C (file contents):
Revision 1.7 by root, Sat Sep 9 21:48:28 2006 UTC vs.
Revision 1.134 by root, Sat Nov 17 22:02:14 2018 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 1.7 2006/09/09 21:48:28 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
61 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
62 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
63 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
64 * to 1 should not be used. 59 * to 1 should not be used.
65 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
66 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
67 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68 * at .667 63 * at .667
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
147*/ 142*/
148 143
149#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
150 145
151/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
155 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
156 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
157 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
158 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
159 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
160 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 162
174#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
164
175/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 167 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 168 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 169 * and instead did_make_save should be used instead.
180 */ 170 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 171static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 172 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 173 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 174 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 175 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 176 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 177 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 179};
190 180
191const char *const attacks[NROFATTACKS] = { 181const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 182 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 186 "life stealing"
197}; 187};
198 188
199static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 191 "You're feeling clumsy!",
202 "You feel less healthy", 192 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 197};
208const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 199 "You feel your strength return.",
210 "You feel your agility return.", 200 "You feel your agility return.",
211 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
212 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 206};
217const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 208 "You feel stronger.",
219 "You feel more agile.", 209 "You feel more agile.",
220 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
221 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 215};
226const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 217 "You feel weaker!",
228 "You feel clumsy!", 218 "You feel clumsy!",
229 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
230 "You lose some of your memory!", 221 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 222 "You feel less potent!",
223 "You look ugly!",
234}; 224};
235 225
236const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 228};
239 229
240const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 232};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 233
276/* 234/*
277 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 236 * is added to the specified stat.
279 */ 237 */
280
281void 238void
282change_attr_value(living *stats,int attr,sint8 value) { 239change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 240{
284 switch(attr) { 241 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 242}
335 243
336/* 244/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 246 * 1-30 stat limit.
339 */ 247 */
340 248void
341void check_stat_bounds(living *stats) { 249check_stat_bounds (living *stats)
342 int i,v; 250{
343 for(i=0;i<NUM_STATS;i++) 251 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 252 {
345 set_attr_value(stats,i,MAX_STAT); 253 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 255 }
348} 256}
349 257
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 259
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 263 */
356#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 266
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
360/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 270 * the object.
362 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 272 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 278 * that gives them that ability.
370 */ 279 */
280int
371int change_abil(object *op, object *tmp) { 281change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 282{
283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
373 char message[MAX_BUF]; 285 char message[MAX_BUF];
374 int potion_max=0; 286 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
383 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
384 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
385 potion_max=1; 299 potion_max = 1;
300
386 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 302 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 304 int i = tmp->stats.stat (j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
403 } 322 }
404 if (nstat != ostat) { 323 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 324 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 326 potion_max = 1;
411 } 327 }
412 } 328 }
329
413 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 332 * recalculates this anyway.
416 */ 333 */
417 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
419 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 338 } /* end of potion handling code */
421 } 339 }
422 340
423 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 342 * everything to set
425 */ 343 */
426 if(flag == -1) { 344 if (flag == -1)
345 {
427 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 351 * and not the other move_ fields.
433 */ 352 */
434 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
435 } 354 }
436 355
437 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
440 */ 359 */
441 fix_player(op); 360 op->update_stats ();
442 361
443 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 363 * print out message if this is a bow.
445 */ 364 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
447 success=1; 367 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red."); 369 }
370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
450 } 372 {
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
452 success=1; 373 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore."); 375 }
376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
455 } 378 {
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
457 success=1; 379 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away."); 381 }
382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
460 } 384 {
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
462 success=1; 385 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 387 }
388
466 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 393 * from fly high)
471 */ 394 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != prev_move_type)
396 {
473 success=1; 397 success = 1;
474 398
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
477 */ 401 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
480 } 405 }
481 406
482 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
483 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 410 * in that case, you don't actually land
485 */ 411 */
486 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 414 }
415
490 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492
493 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op);
495 } 418 }
496 419
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 421 * originally undead may change their status
499 */ 422 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
502 success=1; 426 success = 1;
503 if(flag>0) { 427 if (flag > 0)
428 {
504 op->race = "undead"; 429 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431 }
506 } else { 432 else
433 {
507 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
437 }
438
439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 {
441 success = 1;
442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 {
447 success = 1;
448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 }
450
451 /* blinded you can tell if more blinded since blinded player has minimal
452 * vision
453 */
454 if (tmp->flag [FLAG_BLIND])
455 {
456 success = 1;
457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461 else
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 op->set_flag (FLAG_BLIND);
465 if (op->type == PLAYER)
466 op->contr->do_los = 1;
509 } 467 }
510 } 468 }
511 469 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 470 {
513 success=1; 471 if (op->flag [FLAG_WIZ])
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 473 else
474 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
531 if(op->type==PLAYER) 477 if (op->type == PLAYER)
532 op->contr->do_los=1; 478 op->contr->do_los = 1;
533 } 479 }
534 } else { 480 }
535 if(QUERY_FLAG(op,FLAG_WIZ)) 481 }
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 482
483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 {
485 success = 1;
486 if (op->type == PLAYER)
487 op->contr->do_los = 1;
488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 }
490
491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 498 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 499 {
539 CLEAR_FLAG(op,FLAG_BLIND); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 501 if (op->type == PLAYER)
541 op->contr->do_los=1; 502 op->contr->do_los = 1;
542 } 503 }
543 } 504 }
544 } 505 else
545 506 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 507 if (op->flag [FLAG_WIZ])
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 509 else
510 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 512 if (op->type == PLAYER)
561 op->contr->do_los=1; 513 op->contr->do_los = 1;
562 } 514 }
563 } else {
564 if(QUERY_FLAG(op,FLAG_WIZ))
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
566 else {
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
568 if(op->type==PLAYER)
569 op->contr->do_los=1;
570 } 515 }
571 }
572 } 516 }
573 517
574 if(tmp->stats.luck) { 518 if (tmp->stats.luck)
519 {
575 success=1; 520 success = 1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
577 } 525 {
578
579 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
580 success=1; 528 success = 1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
582 "You feel much less healthy!"); 530 }
583 }
584 531
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER
533 && tmp->type != SKILL && tmp->type != BOW)
534 {
586 success=1; 535 success = 1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
588 "You suddenly feel very mundane."); 537 }
589 }
590 538
591 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
593 success=1; 542 success = 1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
595 "You suddenly feel less holy."); 544 }
596 }
597 545
598 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
599 success=1; 548 success = 1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
601 "You feel your digestion speeding up."); 550 }
602 } 551 }
603 552
604 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
608 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
609 success=1; 561 success = 1;
562
610 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
611 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
612 change_resist_msg[i], op->resist[i]);
613 else 565 else
614 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
615 change_resist_msg[i], op->resist[i]); 567
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
618 } 575 {
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1; 576 success = 1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
626 } 578 }
627 } 579
628 }
629 return success; 580 return success;
630} 581}
631 582
632/* 583/*
633 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 586 */
636 587void
637void drain_stat(object *op) { 588object::drain_stat ()
589{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
639} 591}
640 592
593void
641void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
642 object *tmp; 596 object *tmp;
643 archetype *at; 597 archetype *at;
644 598
645 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
646 if (!at) { 600 if (!at)
601 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 603 return;
604 }
649 } else { 605 else
606 {
650 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
651 if (!tmp) { 609 if (!tmp)
652 tmp = arch_to_object(at); 610 {
611 tmp = at->instance ();
653 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
655 } 614 }
656 } 615 }
657 616
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 619 update_stats ();
661} 620}
662 621
663/* 622/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 624 * via an applied bad_luck object.
666 */ 625 */
667 626void
668void change_luck(object *op, int value) { 627object::change_luck (int value)
669 object *tmp; 628{
670 archetype *at; 629 archetype *at = archetype::find (shstr_luck);
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 630 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 632 else
633 {
677 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
678 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
679 if (!value) 646 if (value)
680 return; 647 {
681 tmp = arch_to_object(at);
682 tmp = insert_ob_in_ob(tmp, op);
683 SET_FLAG(tmp,FLAG_APPLIED);
684 }
685 if (value) {
686 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 650 * in op itself).
689 */ 651 */
690 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
691 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
692 op->stats.luck+=value; 656 stats.luck += value;
693 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
694 } 659 }
695 } else { 660 else
661 {
696 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
697 return; 663 return;
698 } 664
699 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
701 */ 667 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
703 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
704 op->stats.luck += diff; 672 stats.luck += diff;
705 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
706 } 675 }
707 }
708 } 676 }
709} 677}
710 678
711/* 679/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 681 */
714 682void
715void remove_statbonus(object *op) { 683object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 684{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 686 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 690 }
723 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
724 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
725 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
726 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
727 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
728 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
729 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
730} 691}
731 692
732/* 693/*
733 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 695 */
735 696void
736void add_statbonus(object *op) { 697object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 698{
738 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 700 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 704 }
744 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
745 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
746 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
747 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
748 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
749 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
750 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
751} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
752 720
753/* 721/*
754 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
759 */ 727 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
762 */ 730 */
763 731void
764void fix_player(object *op) { 732object::update_stats ()
765 int i,j; 733{
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
771 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
772 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 746 if (type == PLAYER)
747 {
748 contr->delayed_update = false;
749
774 for(i=0;i<NUM_STATS;i++) { 750 for (int i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
776 } 752
777 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 754 contr->encumbrance = 0;
779 755
780 op->attacktype=0; 756 attacktype = 0;
757
781 op->contr->digestion = 0; 758 contr->digestion = 0;
782 op->contr->gen_hp = 0; 759 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 760 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 761 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 763 contr->item_power = 0;
787
788 /* Don't clobber all the range_ values. range_golem otherwise
789 * gets reset for no good reason, and we don't want to reset
790 * range_magic (what spell is readied). These three below
791 * well get filled in based on what the player has equipped.
792 */
793 op->contr->ranges[range_bow] = NULL;
794 op->contr->ranges[range_misc] = NULL;
795 op->contr->ranges[range_skill] = NULL;
796 } 764 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 765
766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
767 slot[i].used = slot[i].info;
768
799 op->slaying = 0; 769 slaying = 0;
800 770
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 771 if (!this->flag [FLAG_WIZ])
802 CLEAR_FLAG(op, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
804 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
805 776
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
809 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
810 CLEAR_FLAG(op,FLAG_REFL_SPELL);
811 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
812 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
813 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
814 CLEAR_FLAG(op,FLAG_UNDEAD);
815 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
816 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
817 780
818 op->path_attuned=op->arch->clone.path_attuned; 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
819 op->path_repelled=op->arch->clone.path_repelled; 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
820 op->path_denied=op->arch->clone.path_denied; 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
821 op->glow_radius=op->arch->clone.glow_radius; 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
822 op->move_type = op->arch->clone.move_type;
823 op->chosen_skill = NULL;
824 785
786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
791
825 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
826 * archetype clone 793 * archetype clone
794 */
795 memcpy (&resist, &arch->resist, sizeof (resist));
796
797 for (int i = 0; i < NROFATTACKS; i++)
798 {
799 if (resist[i] > 0)
800 prot[i] = resist[i], vuln[i] = 0;
801 else
802 vuln[i] = -resist[i], prot[i] = 0;
803
804 potion_resist[i] = -1000;
805 }
806
807 wc = arch->stats.wc;
808 stats.dam = arch->stats.dam;
809
810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
811 * plus a small amount of physical resist, those poor suckers. ;)
812 * the fact that maxlevel is factored in could be considered sort of bogus -
813 * we should probably give them some bonus and cap it off - otherwise,
814 * basically, if a server updates its max level, these playes may find
815 * that their protection from physical goes down
816 */
817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
818 {
819 ac = max (-10, arch->stats.ac - level / 3);
820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
821 }
822 else
823 ac = arch->stats.ac;
824
825 stats.luck = arch->stats.luck;
826 speed = arch->speed;
827
828 chosen_skill = 0;
829
830 /* OK - we've reset most all the objects attributes to sane values.
831 * now go through and make adjustments for what the player has equipped.
832 */
833 for (tmp = inv; tmp; tmp = tmp->below)
834 {
835 /* This happens because apply_potion calls change_abil with the potion
836 * applied so we can tell the player what changed. But change_abil
837 * then calls this function.
827 */ 838 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
840 continue;
841
842 glow_radius += tmp->glow_radius;
843
844 /* For some things, we don't care what is equipped */
845 if (tmp->type == SKILL)
846 {
847 /* Want to take the highest skill here. */
848 if (IS_MANA_SKILL (tmp->subtype))
849 {
850 if (!mana_obj)
851 mana_obj = tmp;
852 else if (tmp->level > mana_obj->level)
853 mana_obj = tmp;
854 }
855
856 if (IS_GRACE_SKILL (tmp->subtype))
857 {
858 if (!grace_obj)
859 grace_obj = tmp;
860 else if (tmp->level > grace_obj->level)
861 grace_obj = tmp;
862 }
863 }
864
865 /* Container objects are not meant to adjust players, but other applied
866 * objects need to make adjustments.
867 * This block should handle all player specific changes
868 * The check for Praying is a bit of a hack - god given bonuses are put
869 * in the praying skill, and the player should always get those.
870 * It also means we need to put in additional checks for applied below,
871 * because the skill shouldn't count against body positions being used
872 * up, etc.
873 */
874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 {
880 if (type == PLAYER)
881 {
882 contr->item_power += tmp->item_power;
883
884 for (int i = 0; i < NUM_STATS; i++)
885 stat_sum [i] += tmp->stats.stat (i);
886
887 if (digest_types [tmp->type])
888 {
889 contr->digestion += tmp->stats.food;
890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 }
896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
902
903 /* Update slots used for items */
904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
928 {
929 attacktype |= tmp->attacktype;
930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
935 }
936
937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
944 {
945 set_flag (FLAG_MAKE_INVIS);
946 invisible = 1;
947 }
948
949 if (tmp->stats.exp && tmp->type != SKILL)
950 {
951 if (tmp->stats.exp > 0)
952 {
953 added_speed += tmp->stats.exp / 3.f;
954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 }
956 else
957 added_speed += tmp->stats.exp;
958 }
959
960 switch (tmp->type)
961 {
962 case SKILL:
963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
978 chosen_skill = tmp;
979
980 if (tmp->stats.dam > 0)
981 { /* skill is a 'weapon' */
982 if (!this->flag [FLAG_READY_WEAPON])
983 weapon_speed = max (0, WEAPON_SPEED (tmp));
984
985 weapon_weight = tmp->weight;
986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
988 if (tmp->magic)
989 stats.dam += tmp->magic;
990 }
991
992 if (tmp->stats.wc)
993 wc -= tmp->stats.wc + tmp->magic;
994
995 if (tmp->slaying)
996 slaying = tmp->slaying;
997
998 if (tmp->stats.ac)
999 ac -= tmp->stats.ac + tmp->magic;
1000
1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1011 case RING:
1012 case AMULET:
1013 case GIRDLE:
1014 case HELMET:
1015 case BOOTS:
1016 case GLOVES:
1017 case CLOAK:
1018 if (tmp->stats.wc)
1019 wc -= tmp->stats.wc + tmp->magic;
1020
1021 if (tmp->stats.dam)
1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1024 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic;
1026
1027 break;
1028
1029 case RANGED:
1030 case BOW:
1031 case WEAPON:
1032 wc -= tmp->stats.wc + tmp->magic;
1033
1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035 ac -= tmp->stats.ac + tmp->magic;
1036
1037 stats.dam += tmp->stats.dam + tmp->magic;
1038 weapon_weight = tmp->weight;
1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1041 if (weapon_speed < 0)
1042 weapon_speed = 0;
1043
1044 slaying = tmp->slaying;
1045
1046 /* If there is desire that two handed weapons should do
1047 * extra strength damage, this is where the code should
1048 * go.
1049 */
1050
1051 if (type == PLAYER)
1052 if (settings.spell_encumbrance)
1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1054
1055 break;
1056
1057 case ARMOUR: /* Only the best of these three are used: */
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1060
1061 case BRACERS:
1062 case FORCE:
1063 if (tmp->stats.wc)
1064 {
1065 if (best_wc < tmp->stats.wc + tmp->magic)
1066 {
1067 wc += best_wc;
1068 best_wc = tmp->stats.wc + tmp->magic;
1069 }
1070 else
1071 wc += tmp->stats.wc + tmp->magic;
1072 }
1073
1074 if (tmp->stats.ac)
1075 {
1076 if (best_ac < tmp->stats.ac + tmp->magic)
1077 {
1078 ac += best_ac; /* Remove last bonus */
1079 best_ac = tmp->stats.ac + tmp->magic;
1080 }
1081 else /* To nullify the below effect */
1082 ac += tmp->stats.ac + tmp->magic;
1083 }
1084
1085 if (tmp->stats.wc)
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 if (ARMOUR_SPEED (tmp))
1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1094 break;
1095 } /* switch tmp->type */
1096 } /* item is equipped */
1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1101 /* We've gone through all the objects the player has equipped. For many things, we
1102 * have generated intermediate values which we now need to assign.
1103 */
1104
1105 /* 'total resistance = total protections - total vulnerabilities'.
1106 * If there is an uncursed potion in effect, granting more protection
1107 * than that, we take: 'total resistance = resistance from potion'.
1108 * If there is a cursed (and no uncursed) potion in effect, we take
1109 * 'total resistance = vulnerability from cursed potion'.
1110 */
1111 for (int i = 0; i < NROFATTACKS; i++)
1112 {
1113 resist[i] = prot[i] - vuln[i];
1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1131 int pl_level;
1132
1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1134
1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1137 */
1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1140 {
1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1143 if (i % 2 && con_bonus[stats.Con] % 2)
1144 if (con_bonus[stats.Con] > 0)
1145 j++;
1146 else
1147 j--;
1148
1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1150 }
1151
1152 stats.maxhp += 2 * max (0, level - 10);
1153
1154 if (stats.hp > stats.maxhp)
1155 stats.hp = stats.maxhp;
1156
1157 /* Sp gain is controlled by the level of the player's
1158 * relevant experience object (mana_obj, see above)
1159 */
1160 /* following happen when skills system is not used */
1161 if (!mana_obj)
1162 mana_obj = this;
1163
1164 if (!grace_obj)
1165 grace_obj = this;
1166
1167 /* set maxsp */
1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1169 mana_obj = this;
1170
1171 if (mana_obj == this && type == PLAYER)
1172 stats.maxsp = 1;
1173 else
1174 {
1175 float sp_tmp = 0.f;
1176
1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1178 {
1179 float stmp;
1180
1181 /* Got some extra bonus at first level */
1182 if (i < 2)
1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1184 else
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1186
1187 sp_tmp += max (1.f, stmp);
1188 }
1189
1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1191 }
1192
1193 /* Characters can get their sp supercharged via rune of transferrance */
1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1195
1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1198 grace_obj = this;
1199
1200 if (grace_obj == this && type == PLAYER)
1201 stats.maxgrace = 1;
1202 else
1203 {
1204 /* store grace in a float - this way, the divisions below don't create
1205 * big jumps when you go from level to level - with int's, it then
1206 * becomes big jumps when the sums of the bonuses jump to the next
1207 * step of 8 - with floats, even fractional ones are useful.
1208 */
1209 float sp_tmp = 0.f;
1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1212 {
1213 float grace_tmp = 0.f;
1214
1215 /* Got some extra bonus at first level */
1216 if (i < 2)
1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1218 else
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1220
1221 sp_tmp += max (1.f, grace_tmp);
1222 }
1223
1224 /* two grace points per level after 10 */
1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1226 }
1227
1228 /* No limit on grace vs maxgrace */
1229
1230 if (contr->braced)
1231 {
1232 ac += 2;
1233 wc += 4;
1234 }
1235 else
1236 ac -= dex_bonus[stats.Dex];
1237
1238 /* In new exp/skills system, wc bonuses are related to
1239 * the players level in a relevant exp object (wc_obj)
1240 * not the general player level -b.t.
1241 * I changed this slightly so that wc bonuses are better
1242 * than before. This is to balance out the fact that
1243 * the player no longer gets a personal weapon w/ 1
1244 * improvement every level, now its fighterlevel/5. So
1245 * we give the player a bonus here in wc and dam
1246 * to make up for the change. Note that I left the
1247 * monster bonus the same as before. -b.t.
1248 */
1249 object *wc_obj = chosen_skill;
1250
1251 if (contr && wc_obj && wc_obj->level > 1)
1252 {
1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1255 for (int i = 1; i < wc_obj->level; i++)
1256 {
1257 /* additional wc every 6 levels */
1258 if (!(i % 6))
1259 wc--;
1260
1261 /* additional dam every 4 levels. */
1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1264 }
1265 }
1266 else
1267 wc -= level + thaco_bonus[stats.Str];
1268
1269 stats.dam += dam_bonus[stats.Str];
1270
1271 if (stats.dam < 1)
1272 stats.dam = 1;
1273
1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1276 if (settings.search_items && contr->search_str[0])
1277 speed -= 1;
1278 } /* End if player */
1279
1280 if (added_speed >= 0)
1281 speed += added_speed / 10.f;
1282 else /* Something wrong here...: */
1283 speed /= 1.f - added_speed;
1284
1285 /* Max is determined by armour */
1286 speed = min (speed, max_speed);
1287
1288 if (type == PLAYER)
1289 {
1290 /* f is a number the represents the number of kg above (positive num)
1291 * or below (negative number) that the player is carrying. If above
1292 * weight limit, then player suffers a speed reduction based on how
1293 * much above he is, and what is max carry is
1294 */
1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1296 if (f > 0.f)
1297 speed /= (1.f + f / max_carry[stats.Str]);
1298 }
1299
1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1302
1303 /* Put a lower limit on speed. Note with this speed, you move once every
1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1305 */
1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1307
1308 if (speed != old_speed)
1309 set_speed (speed);
1310
1311 if (type == PLAYER)
1312 {
1313 /* (This formula was made by vidarl@ifi.uio.no)
1314 * Note that we never used these values again - basically
1315 * all of these could be subbed into one big equation, but
1316 * that would just be a real pain to read.
1317 */
1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1319 float M2 = max_carry[stats.Str] / 100.f;
1320 float W = weapon_weight / 20000.f;
1321 float s = (20 - weapon_speed) / 10.f;
1322 float D = (stats.Dex - 14) / 14.f;
1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1327 if (K <= 0.01f)
1328 K = 0.01f;
1329
1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 }
1332
1333 /* I want to limit the power of small monsters with big weapons: */
1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1335 stats.dam = arch->stats.dam * 3;
1336
1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339
1340 /* if for some reason the creature doesn't have any move type,
1341 * give them walking as a default.
1342 * The second case is a special case - to more closely mimic the
1343 * old behaviour - if your flying, your not walking - just
1344 * one or the other.
1345 */
1346 if (move_type == 0)
1347 move_type = MOVE_WALK;
1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1349 move_type &= ~MOVE_WALK;
1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1355 /* It is quite possible that a player's spell costing might have changed,
1356 * so we will check that now.
1357 */
1358 if (is_player ())
1359 contr->update_spells ();
1360
1361 // update the mapspace, if we are on a map
1362 if (!flag [FLAG_REMOVED] && map)
1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
829 1370
830 for (i=0;i<NROFATTACKS;i++) { 1371 if (is_on_map ())
831 if (op->resist[i] > 0) 1372 update_all_los (map, x, y);
832 prot[i]= op->resist[i], vuln[i]=0; 1373 else if (object *env = outer_env ())
833 else
834 vuln[i]= -(op->resist[i]), prot[i]=0;
835 potion_resist[i]=0;
836 } 1374 {
837 1375 env->update_stats ();
838 wc=op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam;
840 1376
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1377 if (env->is_on_map ())
842 * plus a small amount of physical resist, those poor suckers. ;) 1378 update_all_los (env->map, env->x, env->y);
843 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down
847 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
851 } 1379 }
852 else
853 ac=op->arch->clone.stats.ac;
854
855 op->stats.luck=op->arch->clone.stats.luck;
856 op->speed = op->arch->clone.speed;
857
858 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped.
860 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
867
868 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil
870 * then calls this function.
871 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
873 continue;
874 }
875
876 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) {
878 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) {
880 if (!mana_obj) mana_obj=tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp;
882 }
883 if (IS_GRACE_SKILL(tmp->subtype)) {
884 if (!grace_obj) grace_obj=tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp;
886 }
887 }
888
889 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments.
891 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those.
894 * It also means we need to put in additional checks for applied below,
895 * because the skill shouldn't count against body positions being used
896 * up, etc.
897 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
900 if(op->type==PLAYER) {
901 if (tmp->type == BOW)
902 op->contr->ranges[range_bow] = tmp;
903
904 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
905 op->contr->ranges[range_misc] = tmp;
906
907 for(i=0;i<NUM_STATS;i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
909
910 /* these are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array.
913 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) {
922 op->contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power;
928 }
929 } /* if this is a player */
930
931 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
933 for (i=0; i<NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i];
935 }
936
937 if(tmp->type==SYMPTOM) {
938 speed_reduce_from_disease = tmp->last_sp / 100.0;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.)
944 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken.
946 */
947 if (tmp->type != POTION) {
948 for (i=0; i<NROFATTACKS; i++) {
949 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero.
951 */
952 if (tmp->type==POTION_EFFECT) {
953 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
955 else
956 potion_resist[i] = tmp->resist[i];
957 }
958 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
960 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
962 }
963 }
964
965 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM)
967 op->attacktype|=tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled;
971 op->path_denied|=tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type;
974
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 }
990
991 if(tmp->stats.exp && tmp->type!=SKILL) {
992 if(tmp->stats.exp > 0) {
993 added_speed+=(float)tmp->stats.exp/3.0;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
995 } else
996 added_speed+=(float)tmp->stats.exp;
997 }
998
999 switch(tmp->type) {
1000 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */
1002 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1004
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1009 }
1010 op->chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp);
1014 if(weapon_speed<0) weapon_speed = 0;
1015 weapon_weight=tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1017 if(tmp->magic) op->stats.dam += tmp->magic;
1018 }
1019 if(tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic);
1021
1022 if (tmp->slaying!=NULL)
1023 op->slaying = tmp->slaying;
1024
1025 if(tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic);
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1029 if (op->type == PLAYER)
1030 op->contr->ranges[range_skill] = op;
1031 break;
1032
1033 case SKILL_TOOL:
1034 if (op->chosen_skill) {
1035 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1036 }
1037 op->chosen_skill = tmp;
1038 if (op->type == PLAYER)
1039 op->contr->ranges[range_skill] = op;
1040 break;
1041
1042 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000;
1045 case RING:
1046 case AMULET:
1047 case GIRDLE:
1048 case HELMET:
1049 case BOOTS:
1050 case GLOVES:
1051 case CLOAK:
1052 if(tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic);
1054 if(tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1056 if(tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic);
1058 break;
1059
1060 case WEAPON:
1061 wc-=(tmp->stats.wc+tmp->magic);
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1063 ac-=tmp->stats.ac+tmp->magic;
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1065 weapon_weight=tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1067 if(weapon_speed<0) weapon_speed=0;
1068 op->slaying = tmp->slaying;
1069 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should
1071 * go.
1072 */
1073 op->current_weapon = tmp;
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1075 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1076 break;
1077
1078 case ARMOUR: /* Only the best of these three are used: */
1079 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1080 op->contr->encumbrance+=(int)tmp->weight/1000;
1081
1082 case BRACERS:
1083 case FORCE:
1084 if(tmp->stats.wc) {
1085 if(best_wc<tmp->stats.wc+tmp->magic) {
1086 wc+=best_wc;
1087 best_wc=tmp->stats.wc+tmp->magic;
1088 } else
1089 wc+=tmp->stats.wc+tmp->magic;
1090 }
1091 if(tmp->stats.ac) {
1092 if(best_ac<tmp->stats.ac+tmp->magic) {
1093 ac+=best_ac; /* Remove last bonus */
1094 best_ac=tmp->stats.ac+tmp->magic;
1095 }
1096 else /* To nullify the below effect */
1097 ac+=tmp->stats.ac+tmp->magic;
1098 }
1099 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1100 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1101 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1102 max=ARMOUR_SPEED(tmp)/10.0;
1103 break;
1104 } /* switch tmp->type */
1105 } /* item is equipped */
1106 } /* for loop of items */
1107
1108 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign.
1110 */
1111
1112 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'.
1117 */
1118 for (i=0; i<NROFATTACKS; i++) {
1119 op->resist[i] = prot[i] - vuln[i];
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i];
1123 }
1124
1125 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) {
1127 int pl_level;
1128
1129 check_stat_bounds(&(op->stats));
1130 pl_level=op->level;
1131
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1133
1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1139 if(i%2 && con_bonus[op->stats.Con]%2) {
1140 if (con_bonus[op->stats.Con]>0)
1141 j++;
1142 else
1143 j--;
1144 }
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1146 }
1147
1148 for(i=11;i<=op->level;i++)
1149 op->stats.maxhp+=2;
1150
1151 if(op->stats.hp>op->stats.maxhp)
1152 op->stats.hp=op->stats.maxhp;
1153
1154 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above)
1156 */
1157 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op;
1159 if(!grace_obj) grace_obj = op;
1160 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1162
1163 if (mana_obj == op && op->type == PLAYER) {
1164 op->stats.maxsp = 1;
1165 } else {
1166 sp_tmp=0.0;
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1168 float stmp;
1169
1170 /* Got some extra bonus at first level */
1171 if(i<2) {
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else {
1175 stmp=(float)op->contr->levsp[i]
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0;
1180 sp_tmp+=stmp;
1181 }
1182 op->stats.maxsp=(int)sp_tmp;
1183
1184 for(i=11;i<=mana_obj->level;i++)
1185 op->stats.maxsp+=2;
1186 }
1187 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2)
1189 op->stats.sp=op->stats.maxsp*2;
1190
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1193
1194 if (grace_obj == op && op->type == PLAYER) {
1195 op->stats.maxgrace = 1;
1196 } else {
1197 /* store grace in a float - this way, the divisions below don't create
1198 * big jumps when you go from level to level - with int's, it then
1199 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful.
1201 */
1202 sp_tmp=0.0;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1204 float grace_tmp=0.0;
1205
1206 /* Got some extra bonus at first level */
1207 if(i<2) {
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else {
1211 grace_tmp=(float)op->contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] +
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214 }
1215 if (grace_tmp<1.0) grace_tmp=1.0;
1216 sp_tmp+=grace_tmp;
1217 }
1218 op->stats.maxgrace=(int)sp_tmp;
1219
1220 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++)
1222 op->stats.maxgrace+=2;
1223 }
1224 /* No limit on grace vs maxgrace */
1225
1226 if(op->contr->braced) {
1227 ac+=2;
1228 wc+=4;
1229 }
1230 else
1231 ac-=dex_bonus[op->stats.Dex];
1232
1233 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t.
1243 */
1244
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) {
1248 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--;
1250 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1253 }
1254 } else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]);
1256
1257 op->stats.dam+=dam_bonus[op->stats.Str];
1258
1259 if(op->stats.dam<1)
1260 op->stats.dam=1;
1261
1262 op->speed=1.0+speed_bonus[op->stats.Dex];
1263 if (settings.search_items && op->contr->search_str[0])
1264 op->speed -= 1;
1265 if (op->attacktype==0)
1266 op->attacktype=op->arch->clone.attacktype;
1267
1268 } /* End if player */
1269
1270 if(added_speed>=0)
1271 op->speed+=added_speed/10.0;
1272 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed);
1274
1275 /* Max is determined by armour */
1276 if(op->speed>max)
1277 op->speed=max;
1278
1279 if(op->type == PLAYER) {
1280 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is
1284 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str];
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1287 }
1288
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1290
1291 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */
1294 op->speed = op->speed * speed_reduce_from_disease;
1295
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1297
1298 if(op->type == PLAYER) {
1299 float M,W,s,D,K,S,M2;
1300
1301 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read.
1305 */
1306 M=(max_carry[op->stats.Str]-121)/121.0;
1307 M2=max_carry[op->stats.Str]/100.0;
1308 W=weapon_weight/20000.0;
1309 s=2-weapon_speed/10.0;
1310 D=(op->stats.Dex-14)/14.0;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2;
1313 if(K<=0) K=0.01;
1314 S=op->speed/(K*s);
1315 op->contr->weapon_sp=S;
1316 }
1317 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&&
1319 op->stats.dam>op->arch->clone.stats.dam*3)
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this
1323 * should be more than enough - remember, AC is also in 8 bits,
1324 * so its value is the same.
1325 */
1326 if (wc>120) wc=120;
1327 else if (wc<-120) wc=-120;
1328 op->stats.wc=wc;
1329
1330 if (ac>120) ac=120;
1331 else if (ac<-120) ac=-120;
1332 op->stats.ac=ac;
1333
1334 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just
1338 * one or the other.
1339 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1342
1343 update_ob_speed(op);
1344
1345 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now.
1347 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr);
1349}
1350
1351/*
1352 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise.
1357 */
1358
1359int allowed_class(const object *op) {
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1362 op->stats.Cha>0;
1363} 1380}
1364 1381
1365/* 1382/*
1366 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1368 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1369 * 1386 */
1370 * Note that the title is written to 'own_title' in the 1387void
1371 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'.
1374 */
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1389{
1376 int atnr=-1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1391 int level = 0; /* highest level */
1378 int i; 1392 int i;
1379 1393
1380 /* Perhaps do something more clever? */ 1394 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1395 if (!abil || !skin)
1382 1396 return;
1397
1383 /* first, look for the highest level */ 1398 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1399 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1400 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1401 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1402 {
1387 level = abil->resist[i]; 1403 level = abil->resist[i];
1388 atnr = i; 1404 atnr = i;
1389 } 1405 }
1390 } 1406 }
1391 1407
1392 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1409 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1395 abil->resist[abil->stats.exp] >= level)
1396 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1397 1412
1398 level = (int)(level/5.);
1399
1400 /* now set the new title */ 1413 /* now set the new title */
1401 if (pl->contr != NULL) {
1402 if(level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1406 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1408 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1410 else { 1418 else
1419 {
1411 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1414 else if (skin->resist[atnr] > 50)
1415 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1416 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1418 }
1419 } 1424 }
1420 1425
1421 strcpy(pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1422} 1427}
1423 1428
1424/* 1429/*
1425 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1432 * or change the ability-focus.
1428 */ 1433 */
1434static void
1429void dragon_level_gain(object *who) { 1435dragon_level_gain (object *who)
1436{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1437 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1438 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1441
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1444 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1439 abil = tmp; 1446 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1441 skin = tmp; 1448 skin = tmp;
1442 } 1449
1443 }
1444 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1451 if (abil == NULL)
1446 1452 return;
1453
1447 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1449 */ 1456 */
1450 if (who->level > abil->level) { 1457 if (who->level > abil->level)
1458 {
1451 /* increase our focused ability */ 1459 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1453
1454 1461
1462
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1463 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1464 {
1456 /* time to hand out a new ability-gift */ 1465 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1466 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1467 }
1460 1468
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1469 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1470 {
1462 /* apply new ability focus */ 1471 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1472 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1464 change_resist_msg[abil->last_eat]);
1465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1473 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1474
1467 abil->stats.exp = abil->last_eat; 1475 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1476 abil->last_eat = 0;
1469 } 1477 }
1470 1478
1471 abil->level = who->level; 1479 abil->level = who->level;
1472 } 1480 }
1473 1481
1474 /* last but not least, set the new title for the dragon */ 1482 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1483 set_dragon_name (who, abil, skin);
1476} 1484}
1477 1485
1478/* Handy function - given the skill name skill_name, we find the skill 1486/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1487 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1488 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1489 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1490 * want to do something with it immediately.
1483 */ 1491 */
1492object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1493give_skill_by_name (object *op, const char *skill_name)
1485{ 1494{
1486 object *skill_obj; 1495 object *skill_obj;
1487 1496
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1498 if (!skill_obj)
1499 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1491 return NULL; 1501 return NULL;
1492 } 1502 }
1503
1493 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1505 * still doesn't know it.
1495 */ 1506 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1509 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1510 op->insert (skill_obj);
1500 if (op->contr) { 1511
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1512 if (player *pl = op->contr)
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1513 pl->link_skills ();
1503 } 1514
1504 return skill_obj; 1515 return skill_obj;
1505} 1516}
1506
1507 1517
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1521 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1522 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1523 * (eg, skill)
1514 */ 1524 */
1525void
1515void player_lvl_adj(object *who, object *op) { 1526player_lvl_adj (object *who, object *op)
1527{
1516 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1517 1529 bool changed = false;
1530
1518 if(!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1519 op = who; 1532 op = who;
1520 1533
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1535 {
1536 changed = true;
1537
1522 op->level++; 1538 op->level++;
1523 1539
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1525 dragon_level_gain(who); 1541 dragon_level_gain (who);
1526 1542
1527 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1545 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1549 }
1550
1551 if (op->level > 1)
1532 } 1552 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1538 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1539 sprintf(buf,"You are now level %d.",op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 } 1562 }
1542 player_lvl_adj(who,op); /* To increase more levels */ 1563
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1564 if (who)
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1566 }
1567 }
1568
1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1570 {
1571 changed = true;
1572
1573 op->level--;
1574
1575 if (op->type != PLAYER)
1549 } 1576 {
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1579 }
1551 } 1580 }
1552 /* check if the spell data has changed */ 1581
1553 esrv_update_spells(who->contr); 1582 if (changed)
1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1554} 1584}
1555 1585
1556/* 1586/*
1557 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1559 */ 1589 */
1560 1590
1591sint64
1561sint64 level_exp(int level,double expmul) { 1592level_exp (int level, double expmul)
1562 if (level > settings.max_level) 1593{
1563 return (sint64) (expmul * levels[settings.max_level]); 1594 return expmul * level_to_min_exp (level);
1564 return (sint64) (expmul * levels[level]);
1565} 1595}
1566 1596
1567/* 1597/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1600 * proper range. Note that the checking of what is passed through
1571 * has been reduced. Since there is now a proper field for perm_exp, 1601 * has been reduced. Since there is now a proper field for perm_exp,
1572 * this can now work on a much larger set of objects. 1602 * this can now work on a much larger set of objects.
1573 */ 1603 */
1604void
1574void calc_perm_exp(object *op) 1605calc_perm_exp (object *op)
1575{ 1606{
1576 int p_exp_min; 1607 int p_exp_min;
1577 1608
1578 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1611 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1613
1583 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1585 1616
1586 /* Cap permanent experience. */ 1617 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1618 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1619 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1620 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1621 op->perm_exp = MAX_EXPERIENCE;
1591} 1622}
1592
1593 1623
1594/* Add experience to a player - exp should only be positive. 1624/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1625 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1626 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1628 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1600 */ 1630 */
1601 1631static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1603{ 1633{
1604 object *skill_obj = NULL; 1634 object *skill_obj;
1605 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1606 int i;
1607 1636
1608 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1638 if (op->contr->braced)
1610 exp = exp / 5; 1639 exp /= 5;
1611 1640
1612 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1644 * the players inventory.
1616 */ 1645 */
1646 skill_obj = 0;
1647
1617 if (skill_name) 1648 if (skill_name)
1618 { 1649 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1650 skill_obj = op->contr->find_skill (skill_name);
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill;
1622 else
1623 {
1624 for (i = 0; i < NUM_SKILLS; i++)
1625 if (op->contr->last_skill_ob[i] &&
1626 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 {
1628 skill_obj = op->contr->last_skill_ob[i];
1629 break;
1630 }
1631 1651
1632 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1633 * it to the player if necessary 1653 * it to the player if necessary
1634 */ 1654 */
1635 if (!skill_obj) 1655 if (!skill_obj)
1636 { 1656 {
1637 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1638 return; 1658 return;
1659
1639 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1640 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1641 }
1642 } 1662 }
1643 } 1663 }
1644 1664
1645 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1646 { 1666 {
1647 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1648 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1649 */ 1669 */
1650 exp_to_add = exp; 1670 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1652 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1653 exp_to_add = limit; 1673 exp_to_add = limit;
1654 1674
1655 ADD_EXP (op->stats.exp, 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1656 (sint64) ((float) exp_to_add *
1657 (skill_obj ? skill_obj->expmul : 1)));
1658 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1659 { 1677 {
1660 ADD_EXP (op->perm_exp, 1678 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1679 calc_perm_exp (op);
1664 } 1680 }
1665 1681
1666 player_lvl_adj (op, NULL); 1682 player_lvl_adj (op, NULL);
1667 } 1683 }
1668 1684
1669 if (skill_obj) 1685 if (skill_obj)
1670 { 1686 {
1671 exp_to_add = exp; 1687 exp_to_add = exp;
1672 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1673 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1674 exp_to_add = limit; 1690 exp_to_add = limit;
1675 1691
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1678 { 1694 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1695 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1696 calc_perm_exp (skill_obj);
1682 } 1697 }
1683 1698
1684 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1685 } 1700 }
1686} 1701}
1687 1702
1688/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1689 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1690 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1691 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1695 */ 1710 */
1711static sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1697{ 1713{
1698 sint64 del_exp; 1714 sint64 del_exp;
1699 1715
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1716 if (exp > op->stats.exp)
1717 exp = op->stats.exp;
1718
1701 if (settings.permanent_exp_ratio) { 1719 if (settings.permanent_exp_ratio)
1720 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1722
1723 if (del_exp < 0)
1724 del_exp = 0;
1725
1704 if (exp > del_exp) exp=del_exp; 1726 if (exp > del_exp)
1727 exp = del_exp;
1705 } 1728 }
1729
1706 return exp; 1730 return exp;
1707} 1731}
1708 1732
1733sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1710{ 1735{
1736 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1737 return check_exp_loss (op, exp);
1738 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1713} 1740}
1714
1715 1741
1716/* Subtracts experience from player. 1742/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1718 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1719 * this subtracts a portion from all 1745 * this subtracts a portion from all
1723 * as much as listed. Eg, if player has gotten reduced to the point 1749 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1752 * a postive number.
1727 */ 1753 */
1754static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1729{ 1756{
1730 float fraction = (float) exp/(float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1758 object *tmp;
1732 sint64 del_exp; 1759 sint64 del_exp;
1733 1760
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1762 if (tmp->type == SKILL && tmp->stats.exp)
1763 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1765 {
1737 del_exp = check_exp_loss(tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1768 player_lvl_adj (op, tmp);
1769 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1771 {
1741 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1773 * to match a specific skill.
1743 */ 1774 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1745 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1777 player_lvl_adj (op, tmp);
1747 } 1778 }
1748 } 1779 }
1780
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1782 {
1750 del_exp = check_exp_loss(op, exp); 1783 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1784 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1785 player_lvl_adj (op, NULL);
1753 } 1786 }
1754} 1787}
1755
1756
1757 1788
1758/* change_exp() - changes experience to a player/monster. This 1789/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1790 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1791 *
1761 * The exp passed is typically not modified much by this function - 1792 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1793 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1796 * these last two values are only used for players.
1766 */ 1797 */
1767 1798void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1769 1800{
1770#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1771#ifndef WIN32
1772 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1773#else
1774 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1803#endif
1776#endif
1777 1804
1778 /* safety */ 1805 /* safety */
1779 if(!op) { 1806 if (!op)
1807 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1808 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1809 return;
1782 } 1810 }
1783 1811
1784 /* if no change in exp, just return - most of the below code 1812 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1786 */ 1814 */
1787 if (exp == 0) return; 1815 if (exp == 0)
1816 return;
1788 1817
1789 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1792 * worth. 1821 * worth.
1793 */ 1822 */
1794 if(op->type != PLAYER) { 1823 if (op->type != PLAYER)
1824 {
1795 /* Sanity check */ 1825 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1826 if (!op->flag [FLAG_ALIVE])
1827 return;
1797 1828
1798 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1831 * more than max exp, just return.
1832 */
1833 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1834 {
1835 exp = MAX_EXPERIENCE - op->stats.exp;
1836 if (exp < 0)
1837 return;
1838 }
1839
1840 op->stats.exp += exp;
1841 }
1842 else
1843 { /* Players only */
1844 if (exp > 0)
1845 add_player_exp (op, exp, skill_name, flag);
1846 else
1847 /* note that when you lose exp, it doesn't go against
1848 * a particular skill, so we don't need to pass that
1849 * along.
1801 */ 1850 */
1802 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1803 exp = MAX_EXPERIENCE - op->stats.exp;
1804 if (exp < 0) return;
1805 }
1806
1807 op->stats.exp += exp;
1808 }
1809 else { /* Players only */
1810 if(exp>0)
1811 add_player_exp(op, exp, skill_name, flag);
1812 else
1813 /* note that when you lose exp, it doesn't go against
1814 * a particular skill, so we don't need to pass that
1815 * along.
1816 */
1817 subtract_player_exp(op, FABS(exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1852 }
1820} 1853}
1821 1854
1822/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1858 */
1826 1859void
1827void apply_death_exp_penalty(object *op) { 1860apply_death_exp_penalty (object *op)
1828 object *tmp; 1861{
1829 sint64 loss; 1862 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1865
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1867 if (tmp->type == SKILL && tmp->stats.exp)
1835 1868 {
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1837 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1838 1871
1839 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 1875 * tables is a lot harder.
1843 */ 1876 */
1844 if (level_loss < 0) level_loss = 0; 1877 if (level_loss < 0)
1878 level_loss = 0;
1845 1879
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1847 1881
1848 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 1883 player_lvl_adj (op, tmp);
1850 } 1884 }
1851 1885
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1853 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 1888
1889 if (level_loss < 0)
1890 level_loss = 0;
1891
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1856 1893
1857 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 1895 player_lvl_adj (op, NULL);
1859} 1896}
1860 1897
1861/* This function takes an object (monster/player, op), and 1898/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 1899 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 1900 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 1901 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 1902 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 1903 * Returns 1 if op makes his save, 0 if he failed
1867 */ 1904 */
1905int
1868int did_make_save(const object *op, int level, int bonus) 1906did_make_save (const object *op, int level, int bonus)
1869{ 1907{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1908 if (level > MAX_SAVE_LEVEL)
1909 level = MAX_SAVE_LEVEL;
1871 1910
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1911 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 1912 return 0;
1913
1914 return 1;
1875} 1915}
1876

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