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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 1.70 by root, Tue Jul 10 05:51:37 2007 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: living.C,v 1.7 2006/09/09 21:48:28 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 162
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 163extern sint64 *levels;
172#endif
173 164
174#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
166
175/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 169 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 170 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 171 * and instead did_make_save should be used instead.
180 */ 172 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 173static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 174 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 175 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 176 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 177 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 178 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 179 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 180 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 181};
190 182
191const char *const attacks[NROFATTACKS] = { 183const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 184 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 185 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 186 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 187 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 188 "life stealing"
197}; 189};
198 190
199static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 193 "You're feeling clumsy!",
202 "You feel less healthy", 194 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
204 "Your face gets distorted!", 198 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 199};
208const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 201 "You feel your strength return.",
210 "You feel your agility return.", 202 "You feel your agility return.",
211 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
212 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
213 "You feel your charisma return.", 207 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 208};
217const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 210 "You feel stronger.",
219 "You feel more agile.", 211 "You feel more agile.",
220 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
221 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
222 "You seem to look better.", 216 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 217};
226const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 219 "You feel weaker!",
228 "You feel clumsy!", 220 "You feel clumsy!",
229 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
230 "You lose some of your memory!", 223 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 224 "You feel less potent!",
225 "You look ugly!",
234}; 226};
235 227
236const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 230};
239 231
240const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 234};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 235
276/* 236/*
277 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 238 * is added to the specified stat.
279 */ 239 */
280
281void 240void
282change_attr_value(living *stats,int attr,sint8 value) { 241change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 242{
284 switch(attr) { 243 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 244}
335 245
336/* 246/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 248 * 1-30 stat limit.
339 */ 249 */
340 250void
341void check_stat_bounds(living *stats) { 251check_stat_bounds (living *stats)
342 int i,v; 252{
343 for(i=0;i<NUM_STATS;i++) 253 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 254 {
345 set_attr_value(stats,i,MAX_STAT); 255 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 257 }
348} 258}
349 259
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 261
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 265 */
356#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 268
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270
360/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 272 * the object.
362 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 274 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 280 * that gives them that ability.
370 */ 281 */
282int
371int change_abil(object *op, object *tmp) { 283change_abil (object *op, object *tmp)
284{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375 288
376 /* remember what object was like before it was changed. note that 289 /* 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 290 * 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 291 * found by update_stats. refop is not a real object
379 */ 292 */
380 object_pod refop; 293 object_copy refop = *op;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 294
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;
386 for(j=0;j<NUM_STATS;j++) { 300 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 301 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 302 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 303 int i = tmp->stats.stat (j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * 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); 324 {
325 /* potion is useless - player has already hit the natural maximum */
406 potion_max=0; 326 potion_max = 1;
407 } 327 }
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1;
411 } 328 }
412 } 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.");
450 } 369 }
370
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
372 {
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.");
455 } 375 }
376
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
378 {
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.");
460 } 381 }
382
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
384 {
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 != refop.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");
492 418
493 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 420 check_move_on (op, op);
495 } 421 }
496 422
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 424 * originally undead may change their status
499 */ 425 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
428 {
502 success=1; 429 success = 1;
503 if(flag>0) { 430 if (flag > 0)
431 {
504 op->race = "undead"; 432 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
434 }
506 } else { 435 else
436 {
507 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
509 } 439 }
510 } 440 }
511 441
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
443 {
513 success=1; 444 success = 1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
515 } 446 }
447
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){ 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
449 {
517 success=1; 450 success = 1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
519 } 452 }
453
520 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision 455 * vision
522 */ 456 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) { 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
458 {
524 success=1; 459 success = 1;
525 if(flag>0) { 460 if (flag > 0)
461 {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 462 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
528 else { 464 else
465 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
530 SET_FLAG(op,FLAG_BLIND); 467 SET_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 468 if (op->type == PLAYER)
532 op->contr->do_los=1; 469 op->contr->do_los = 1;
470 }
533 } 471 }
534 } else { 472 else
473 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 474 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
537 else { 476 else
477 {
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
539 CLEAR_FLAG(op,FLAG_BLIND); 479 CLEAR_FLAG (op, FLAG_BLIND);
540 if(op->type==PLAYER) 480 if (op->type == PLAYER)
541 op->contr->do_los=1; 481 op->contr->do_los = 1;
542 }
543 } 482 }
483 }
544 } 484 }
545 485
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
487 {
547 success=1; 488 success = 1;
548 if(op->type==PLAYER) 489 if (op->type == PLAYER)
549 op->contr->do_los=1; 490 op->contr->do_los = 1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark."); 491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 } 492 }
552 493
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){ 494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
495 {
554 success=1; 496 success = 1;
555 if(flag>0) { 497 if (flag > 0)
498 {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 499 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
558 else { 501 else
502 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
560 if(op->type==PLAYER) 504 if (op->type == PLAYER)
561 op->contr->do_los=1; 505 op->contr->do_los = 1;
506 }
562 } 507 }
563 } else { 508 else
509 {
564 if(QUERY_FLAG(op,FLAG_WIZ)) 510 if (QUERY_FLAG (op, FLAG_WIZ))
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
566 else { 512 else
513 {
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
568 if(op->type==PLAYER) 515 if (op->type == PLAYER)
569 op->contr->do_los=1; 516 op->contr->do_los = 1;
570 }
571 } 517 }
518 }
572 } 519 }
573 520
574 if(tmp->stats.luck) { 521 if (tmp->stats.luck)
522 {
575 success=1; 523 success = 1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 524 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 } 525 }
578 526
579 if(tmp->stats.hp && op->type==PLAYER) { 527 if (tmp->stats.hp && op->type == PLAYER)
528 {
580 success=1; 529 success = 1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
582 "You feel much less healthy!");
583 } 531 }
584 532
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 533 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
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.");
589 } 537 }
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.");
596 } 544 }
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.");
602 } 550 }
603 551
604 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) { 553 for (int i = 0; i < NROFATTACKS; i++)
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607 554 {
555 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */
557
608 if (op->resist[i] != refop.resist[i]) { 558 if (op->resist[i] != refop.resist[i])
559 {
609 success=1; 560 success = 1;
610 if (op->resist[i] > refop.resist[i]) 561 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.", 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
612 change_resist_msg[i], op->resist[i]);
613 else 563 else
614 sprintf(message, "Your resistance to %s drops to %d%%.", 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
615 change_resist_msg[i], op->resist[i]); 565
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 }
568 }
569
570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++)
618 } 573 {
619 } 574 if (int i = tmp->stats.stat (j))
620 575 {
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 }
627 } 578 }
579 }
628 } 580 }
581
629 return success; 582 return success;
630} 583}
631 584
632/* 585/*
633 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 588 */
636 589void
637void drain_stat(object *op) { 590object::drain_stat ()
591{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
639} 593}
640 594
595void
641void drain_specific_stat(object *op, int deplete_stats) { 596object::drain_specific_stat (int deplete_stats)
597{
642 object *tmp; 598 object *tmp;
643 archetype *at; 599 archetype *at;
644 600
645 at = find_archetype(ARCH_DEPLETION); 601 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 602 if (!at)
603 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 605 return;
606 }
649 } else { 607 else
608 {
650 tmp = present_arch_in_ob(at, op); 609 tmp = present_arch_in_ob (at, this);
610
651 if (!tmp) { 611 if (!tmp)
612 {
652 tmp = arch_to_object(at); 613 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
655 } 616 }
656 } 617 }
657 618
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 621 update_stats ();
661} 622}
662 623
663/* 624/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 626 * via an applied bad_luck object.
666 */ 627 */
667 628void
668void change_luck(object *op, int value) { 629object::change_luck (int value)
669 object *tmp; 630{
670 archetype *at; 631 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 632 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 634 else
635 {
677 tmp = present_arch_in_ob(at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
678 if (!tmp) { 638 if (!tmp)
639 {
640 if (!value)
641 return;
642
643 tmp = arch_to_object (at);
644 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED);
646 }
647
679 if (!value) 648 if (value)
680 return; 649 {
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 650 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 652 * in op itself).
689 */ 653 */
690 new_luck = tmp->stats.luck+value; 654 int new_luck = tmp->stats.luck + value;
655
691 if (new_luck >= -100 && new_luck <= 100) { 656 if (new_luck >= -100 && new_luck <= 100)
657 {
692 op->stats.luck+=value; 658 stats.luck += value;
693 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
660 }
694 } 661 }
695 } else { 662 else
663 {
696 if (!tmp->stats.luck) { 664 if (!tmp->stats.luck)
697 return; 665 return;
698 } 666
699 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
701 */ 669 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
671 {
703 int diff = tmp->stats.luck>0?-1:1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
673
704 op->stats.luck += diff; 674 stats.luck += diff;
705 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
676 }
706 } 677 }
707 }
708 } 678 }
709} 679}
710 680
711/* 681/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 683 */
714 684void
715void remove_statbonus(object *op) { 685object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 686{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 687 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 688 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 689 sint8 v = arch->stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 690 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 691 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 692 }
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} 693}
731 694
732/* 695/*
733 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 697 */
735 698void
736void add_statbonus(object *op) { 699object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 700{
738 op->stats.Dex += op->arch->clone.stats.Dex; 701 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 702 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 703 sint8 v = arch->stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 704 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 705 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 706 }
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} 707}
752 708
753/* 709/*
754 * Updates all abilities given by applied objects in the inventory 710 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 711 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 712 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 713 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 714 * and then adjusts them according to what the player has equipped.
759 */ 715 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 716 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 717 * spell system split, grace points now added to system --peterm
762 */ 718 */
763 719void
764void fix_player(object *op) { 720object::update_stats ()
721{
765 int i,j; 722 int i, j;
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 724 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed;
771 729
772 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 731 if (type == PLAYER)
732 {
774 for(i=0;i<NUM_STATS;i++) { 733 for (i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 734 stats.stat (i) = contr->orig_stats.stat (i);
776 } 735
777 if (settings.spell_encumbrance == TRUE) 736 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 737 contr->encumbrance = 0;
779 738
780 op->attacktype=0; 739 attacktype = 0;
740
781 op->contr->digestion = 0; 741 contr->digestion = 0;
782 op->contr->gen_hp = 0; 742 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 743 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 744 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 745 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 746 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 } 747 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 748
749 for (int i = NUM_BODY_LOCATIONS; i--; )
750 slot[i].used = slot[i].info;
751
799 op->slaying = 0; 752 slaying = 0;
800 753
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 754 if (!QUERY_FLAG (this, FLAG_WIZ))
755 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 756 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 757 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 758 }
805 759
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 762 CLEAR_FLAG (this, 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);
817 763
818 op->path_attuned=op->arch->clone.path_attuned; 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
819 op->path_repelled=op->arch->clone.path_repelled; 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
820 op->path_denied=op->arch->clone.path_denied; 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
821 op->glow_radius=op->arch->clone.glow_radius; 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
822 op->move_type = op->arch->clone.move_type; 768
769 path_attuned = arch->path_attuned;
770 path_repelled = arch->path_repelled;
771 path_denied = arch->path_denied;
772 glow_radius = arch->glow_radius;
773 move_type = arch->move_type;
774
823 op->chosen_skill = NULL; 775 chosen_skill = 0;
824 776
825 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
826 * archetype clone 778 * archetype clone
827 */ 779 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
829 781
830 for (i=0;i<NROFATTACKS;i++) { 782 for (i = 0; i < NROFATTACKS; i++)
783 {
831 if (op->resist[i] > 0) 784 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 785 prot[i] = resist[i], vuln[i] = 0;
833 else 786 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
788
835 potion_resist[i]=0; 789 potion_resist[i] = 0;
836 } 790 }
837
838 wc=op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam;
840 791
792 wc = arch->stats.wc;
793 stats.dam = arch->stats.dam;
794
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * 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, 798 * 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 799 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 800 * that their protection from physical goes down
847 */ 801 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 {
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 806 }
852 else 807 else
853 ac=op->arch->clone.stats.ac; 808 ac = arch->stats.ac;
854 809
855 op->stats.luck=op->arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
856 op->speed = op->arch->clone.speed; 811 speed = arch->speed;
857 812
858 /* OK - we've reset most all the objects attributes to sane values. 813 /* 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. 814 * now go through and make adjustments for what the player has equipped.
860 */ 815 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 816 for (tmp = inv; tmp; tmp = tmp->below)
863 /* See note in map.c:update_position about making this additive 817 {
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 818 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 819 * applied so we can tell the player what changed. But change_abil
870 * then calls this function. 820 * then calls this function.
871 */ 821 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
874 } 827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
875 830
876 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 832 if (tmp->type == SKILL)
833 {
878 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 835 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 } 836 {
837 if (!mana_obj)
838 mana_obj = tmp;
839 else if (tmp->level > mana_obj->level)
840 mana_obj = tmp;
841 }
842
883 if (IS_GRACE_SKILL(tmp->subtype)) { 843 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 } 844 {
845 if (!grace_obj)
846 grace_obj = tmp;
847 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp;
887 } 849 }
850 }
888 851
889 /* Container objects are not meant to adjust a players, but other applied 852 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 853 * objects need to make adjustments.
891 * This block should handle all player specific changes 854 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 855 * 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. 856 * 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, 857 * 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 858 * because the skill shouldn't count against body positions being used
896 * up, etc. 859 * up, etc.
897 */ 860 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 861 if ((tmp->flag [FLAG_APPLIED]
862 && tmp->type != CONTAINER
863 && tmp->type != CLOSE_CON)
864 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING))
866 {
867 if (type == PLAYER)
868 {
869 contr->item_power += tmp->item_power;
870
871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
872 if (tmp != current_weapon
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
900 if(op->type==PLAYER) { 874 && !tmp->flag [FLAG_CURSED]
901 if (tmp->type == BOW) 875 && !tmp->flag [FLAG_DAMNED])
902 op->contr->ranges[range_bow] = tmp; 876 continue;
903 877
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++) 878 for (i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
909 880
910 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
911 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
913 */ 884 */
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
916 (tmp->type == SHIELD) || (tmp->type == RING) || 887 tmp->type == SHIELD || tmp->type == RING ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 888 tmp->type == BOOTS || tmp->type == GLOVES ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) || 890 tmp->type == BRACERS || tmp->type == CLOAK ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) || 891 tmp->type == DISEASE || tmp->type == FORCE ||
921 (tmp->type == SKILL)) { 892 tmp->type == SKILL)
893 {
922 op->contr->digestion += tmp->stats.food; 894 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power;
928 } 899 }
929 } /* if this is a player */ 900 } /* if this is a player */
901 else
902 {
903 if (tmp->type == WEAPON)
904 current_weapon = tmp;
905 }
930 906
931 /* Update slots used for items */ 907 /* Update slots used for items */
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 908 if (QUERY_FLAG (tmp, FLAG_APPLIED))
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 909 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
934 op->body_used[i] += tmp->body_info[i]; 910 slot[i].used += tmp->slot[i].info;
911
912 if (tmp->type == SYMPTOM)
935 } 913 {
936
937 if(tmp->type==SYMPTOM) {
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 914 speed_reduce_from_disease = tmp->last_sp / 100.f;
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941 915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1;
918 }
919
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 920 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 921 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 922 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 923 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 924 */
947 if (tmp->type != POTION) { 925 if (tmp->type != POTION)
926 {
948 for (i=0; i<NROFATTACKS; i++) { 927 for (i = 0; i < NROFATTACKS; i++)
928 {
949 /* Potential for cursed potions, in which case we just can use 929 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 930 * a straight MAX, as potion_resist is initialised to zero.
951 */ 931 */
952 if (tmp->type==POTION_EFFECT) { 932 if (tmp->type == POTION_EFFECT)
933 {
953 if (potion_resist[i]) 934 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
955 else 936 else
956 potion_resist[i] = tmp->resist[i]; 937 potion_resist[i] = tmp->resist[i];
957 } 938 }
958 else if (tmp->resist[i] > 0) 939 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 941 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 943 }
963 } 944 }
964 945
965 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
948 {
967 op->attacktype|=tmp->attacktype; 949 attacktype |= tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 952 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type; 953 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck;
955 }
974 956
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE); 957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL); 958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE); 959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
982 964
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
985 967
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) { 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 } 969 {
970 SET_FLAG (this, FLAG_MAKE_INVIS);
971 invisible = 1;
972 }
990 973
991 if(tmp->stats.exp && tmp->type!=SKILL) { 974 if (tmp->stats.exp && tmp->type != SKILL)
975 {
992 if(tmp->stats.exp > 0) { 976 if (tmp->stats.exp > 0)
977 {
993 added_speed+=(float)tmp->stats.exp/3.0; 978 added_speed += tmp->stats.exp / 3.f;
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 979 bonus_speed += tmp->stats.exp / 3.f + 1.f;
980 }
995 } else 981 else
996 added_speed+=(float)tmp->stats.exp; 982 added_speed += tmp->stats.exp;
983 }
984
985 switch (tmp->type)
997 } 986 {
987#if 0
988 case WAND:
989 case ROD:
990 case HORN:
991 if (type != PLAYER || current_weapon == tmp)
992 chosen_skill = tmp;
993 break;
994#endif
998 995
999 switch(tmp->type) {
1000 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1002 case SKILL: 998 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1001 break;
1004 1002
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) { 1003 if (chosen_skill)
1004 {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1009 } 1011 }
1012 else
1010 op->chosen_skill = tmp; 1013 chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1014
1015 if (tmp->stats.dam > 0)
1016 { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1019
1020 if (weapon_speed < 0)
1014 if(weapon_speed<0) weapon_speed = 0; 1021 weapon_speed = 0;
1022
1015 weapon_weight=tmp->weight; 1023 weapon_weight = tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1025
1026 if (tmp->magic)
1017 if(tmp->magic) op->stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1018 } 1028 }
1029
1019 if(tmp->stats.wc) 1030 if (tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1021 1032
1022 if (tmp->slaying!=NULL) 1033 if (tmp->slaying)
1023 op->slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1024 1035
1025 if(tmp->stats.ac) 1036 if (tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic); 1037 ac -= tmp->stats.ac + tmp->magic;
1038
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1029 if (op->type == PLAYER) 1041 }
1030 op->contr->ranges[range_skill] = op; 1042
1031 break; 1043 break;
1032 1044
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: 1045 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1045 case RING: 1048 case RING:
1046 case AMULET: 1049 case AMULET:
1047 case GIRDLE: 1050 case GIRDLE:
1048 case HELMET: 1051 case HELMET:
1049 case BOOTS: 1052 case BOOTS:
1050 case GLOVES: 1053 case GLOVES:
1051 case CLOAK: 1054 case CLOAK:
1052 if(tmp->stats.wc) 1055 if (tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic); 1056 wc -= tmp->stats.wc + tmp->magic;
1057
1054 if(tmp->stats.dam) 1058 if (tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1059 stats.dam += tmp->stats.dam + tmp->magic;
1060
1056 if(tmp->stats.ac) 1061 if (tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic); 1062 ac -= tmp->stats.ac + tmp->magic;
1063
1058 break; 1064 break;
1059 1065
1066 case BOW:
1060 case WEAPON: 1067 case WEAPON:
1068 if (type != PLAYER || current_weapon == tmp)
1069 {
1061 wc-=(tmp->stats.wc+tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1072 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1063 ac-=tmp->stats.ac+tmp->magic; 1073 ac -= tmp->stats.ac + tmp->magic;
1074
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1065 weapon_weight=tmp->weight; 1076 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1077 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1078
1067 if(weapon_speed<0) weapon_speed=0; 1079 if (weapon_speed < 0)
1080 weapon_speed = 0;
1081
1068 op->slaying = tmp->slaying; 1082 slaying = tmp->slaying;
1083
1069 /* If there is desire that two handed weapons should do 1084 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1085 * extra strength damage, this is where the code should
1071 * go. 1086 * go.
1072 */ 1087 */
1073 op->current_weapon = tmp; 1088
1089 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1090 if (settings.spell_encumbrance)
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; 1091 contr->encumbrance += tmp->weight * 3 / 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 } 1092 }
1091 if(tmp->stats.ac) { 1093
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; 1094 break;
1095
1096 case ARMOUR: /* Only the best of these three are used: */
1097 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1098 contr->encumbrance += tmp->weight / 1000;
1099
1100 case BRACERS:
1101 case FORCE:
1102 if (tmp->stats.wc)
1103 {
1104 if (best_wc < tmp->stats.wc + tmp->magic)
1105 {
1106 wc += best_wc;
1107 best_wc = tmp->stats.wc + tmp->magic;
1108 }
1109 else
1110 wc += tmp->stats.wc + tmp->magic;
1111 }
1112
1113 if (tmp->stats.ac)
1114 {
1115 if (best_ac < tmp->stats.ac + tmp->magic)
1116 {
1117 ac += best_ac; /* Remove last bonus */
1118 best_ac = tmp->stats.ac + tmp->magic;
1119 }
1120 else /* To nullify the below effect */
1121 ac += tmp->stats.ac + tmp->magic;
1122 }
1123
1124 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic);
1126
1127 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic);
1129
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1131 max = ARMOUR_SPEED (tmp) / 10.f;
1132
1133 break;
1104 } /* switch tmp->type */ 1134 } /* switch tmp->type */
1105 } /* item is equipped */ 1135 } /* item is equipped */
1106 } /* for loop of items */ 1136 } /* for loop of items */
1107 1137
1108 /* We've gone through all the objects the player has equipped. For many things, we 1138 /* 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. 1139 * have generated intermediate values which we now need to assign.
1110 */ 1140 */
1111 1141
1112 /* 'total resistance = total protections - total vulnerabilities'. 1142 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1143 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1144 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1145 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1146 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1147 */
1118 for (i=0; i<NROFATTACKS; i++) { 1148 for (i = 0; i < NROFATTACKS; i++)
1149 {
1119 op->resist[i] = prot[i] - vuln[i]; 1150 resist[i] = prot[i] - vuln[i];
1151
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1152 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1121 (potion_resist[i] < 0)))
1122 op->resist[i] = potion_resist[i]; 1153 resist[i] = potion_resist[i];
1123 } 1154 }
1124 1155
1125 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) { 1157 if (type == PLAYER)
1158 {
1127 int pl_level; 1159 int pl_level;
1128 1160
1129 check_stat_bounds(&(op->stats)); 1161 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1162 pl_level = level;
1131 1163
1164 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1165 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1166
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1167 /* 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. 1168 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1169 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1174 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1140 if (con_bonus[op->stats.Con]>0) 1176 if (con_bonus[stats.Con] > 0)
1141 j++; 1177 j++;
1142 else 1178 else
1143 j--; 1179 j--;
1144 } 1180 }
1181
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1146 } 1183 }
1147 1184
1148 for(i=11;i<=op->level;i++) 1185 for (i = 11; i <= level; i++)
1149 op->stats.maxhp+=2; 1186 stats.maxhp += 2;
1150 1187
1151 if(op->stats.hp>op->stats.maxhp) 1188 if (stats.hp > stats.maxhp)
1152 op->stats.hp=op->stats.maxhp; 1189 stats.hp = stats.maxhp;
1153 1190
1154 /* Sp gain is controlled by the level of the player's 1191 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above) 1192 * relevant experience object (mana_obj, see above)
1156 */ 1193 */
1157 /* following happen when skills system is not used */ 1194 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op; 1195 if (!mana_obj)
1159 if(!grace_obj) grace_obj = op; 1196 mana_obj = this;
1197
1198 if (!grace_obj)
1199 grace_obj = this;
1200
1160 /* set maxsp */ 1201 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op; 1202 if (!mana_obj || !mana_obj->level || type != PLAYER)
1203 mana_obj = this;
1162 1204
1163 if (mana_obj == op && op->type == PLAYER) { 1205 if (mana_obj == this && type == PLAYER)
1164 op->stats.maxsp = 1; 1206 stats.maxsp = 1;
1165 } else { 1207 else
1208 {
1166 sp_tmp=0.0; 1209 sp_tmp = 0.f;
1210
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1211 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1212 {
1168 float stmp; 1213 float stmp;
1169 1214
1170 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1171 if(i<2) { 1216 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1218 else
1175 stmp=(float)op->contr->levsp[i] 1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1220
1177 (float)sp_bonus[op->stats.Int])/12.0;
1178 }
1179 if (stmp<1.0) stmp=1.0; 1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1180 sp_tmp+=stmp; 1224 sp_tmp += stmp;
1181 } 1225 }
1226
1182 op->stats.maxsp=(int)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1183 1228
1184 for(i=11;i<=mana_obj->level;i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1185 op->stats.maxsp+=2; 1230 stats.maxsp += 2;
1186 } 1231 }
1232
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1188 if(op->stats.sp>op->stats.maxsp*2) 1234 if (stats.sp > stats.maxsp * 2)
1189 op->stats.sp=op->stats.maxsp*2; 1235 stats.sp = stats.maxsp * 2;
1190 1236
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* 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; 1238 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this;
1193 1240
1194 if (grace_obj == op && op->type == PLAYER) { 1241 if (grace_obj == this && type == PLAYER)
1195 op->stats.maxgrace = 1; 1242 stats.maxgrace = 1;
1196 } else { 1243 else
1244 {
1197 /* store grace in a float - this way, the divisions below don't create 1245 /* 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 1246 * 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 1247 * becomes big jumps when the sums of the bonuses jump to the next
1200 * step of 8 - with floats, even fractional ones are useful. 1248 * step of 8 - with floats, even fractional ones are useful.
1201 */ 1249 */
1202 sp_tmp=0.0; 1250 sp_tmp = 0.f;
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1252 {
1204 float grace_tmp=0.0; 1253 float grace_tmp = 0.f;
1205 1254
1206 /* Got some extra bonus at first level */ 1255 /* Got some extra bonus at first level */
1207 if(i<2) { 1256 if (i < 2)
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] + 1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else { 1258 else
1211 grace_tmp=(float)op->contr->levgrace[i] 1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1212 +((float)grace_bonus[op->stats.Pow] + 1260
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0; 1261 if (grace_tmp < 1.f)
1214 } 1262 grace_tmp = 1.f;
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1263
1216 sp_tmp+=grace_tmp; 1264 sp_tmp += grace_tmp;
1217 } 1265 }
1266
1218 op->stats.maxgrace=(int)sp_tmp; 1267 stats.maxgrace = (sint16)sp_tmp;
1219 1268
1220 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1222 op->stats.maxgrace+=2; 1271 stats.maxgrace += 2;
1223 } 1272 }
1273
1224 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1225 1275
1226 if(op->contr->braced) { 1276 if (contr->braced)
1227 ac+=2;
1228 wc+=4;
1229 } 1277 {
1278 ac += 2;
1279 wc += 4;
1280 }
1230 else 1281 else
1231 ac-=dex_bonus[op->stats.Dex]; 1282 ac -= dex_bonus[stats.Dex];
1232 1283
1233 /* In new exp/skills system, wc bonuses are related to 1284 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj) 1285 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t. 1286 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better 1287 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that 1288 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1 1289 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1243 */ 1294 */
1295 object *wc_obj = chosen_skill;
1244 1296
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) { 1297 if (contr && wc_obj && wc_obj->level > 1)
1298 {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]); 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300
1247 for(i=1;i<wc_obj->level;i++) { 1301 for (i = 1; i < wc_obj->level; i++)
1302 {
1248 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1249 if(!(i%6)) wc--; 1304 if (!(i % 6))
1305 wc--;
1306
1250 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0)) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5)); 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1310 }
1253 } 1311 }
1254 } else 1312 else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1313 wc -= level + thaco_bonus[stats.Str];
1256 1314
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1315 stats.dam += dam_bonus[stats.Str];
1258 1316
1259 if(op->stats.dam<1) 1317 if (stats.dam < 1)
1260 op->stats.dam=1; 1318 stats.dam = 1;
1261 1319
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1320 speed = 1.f + speed_bonus[stats.Dex];
1321
1263 if (settings.search_items && op->contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1323 speed -= 1;
1324
1265 if (op->attacktype==0) 1325 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1327 } /* End if player */
1267 1328
1268 } /* End if player */
1269
1270 if(added_speed>=0) 1329 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1330 speed += added_speed / 10.f;
1272 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1332 speed /= 1.f - added_speed;
1274 1333
1275 /* Max is determined by armour */ 1334 /* Max is determined by armour */
1276 if(op->speed>max) 1335 if (speed > max)
1277 op->speed=max; 1336 speed = max;
1278 1337
1279 if(op->type == PLAYER) { 1338 if (type == PLAYER)
1339 {
1280 /* f is a number the represents the number of kg above (positive num) 1340 /* 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 1341 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1342 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1343 * much above he is, and what is max carry is
1284 */ 1344 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1345 f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1347 speed = speed / (1.f + f / max_carry[stats.Str]);
1287 } 1348 }
1288 1349
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1350 speed += bonus_speed / 10.f; /* Not affected by limits */
1290 1351
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1352 /* 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. 1353 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1293 */ 1354 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1355 speed = speed * speed_reduce_from_disease;
1295 1356
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1357 if (speed < 0.01f && type == PLAYER)
1358 speed = 0.01f;
1297 1359
1298 if(op->type == PLAYER) { 1360 if (type == PLAYER)
1299 float M,W,s,D,K,S,M2; 1361 {
1300
1301 /* (This formula was made by vidarl@ifi.uio.no) 1362 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1363 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1364 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1305 */ 1366 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1307 M2=max_carry[op->stats.Str]/100.0; 1368 float M2 = max_carry[stats.Str] / 100.f;
1308 W=weapon_weight/20000.0; 1369 float W = weapon_weight / 20000.f;
1309 s=2-weapon_speed/10.0; 1370 float s = (20 - weapon_speed) / 10.f;
1310 D=(op->stats.Dex-14)/14.0; 1371 float D = (stats.Dex - 14) / 14.f;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1373
1313 if(K<=0) K=0.01; 1374 K *= (4 + level) * 1.2f / (6 + level);
1314 S=op->speed/(K*s); 1375
1315 op->contr->weapon_sp=S; 1376 if (K <= 0.01f)
1377 K = 0.01f;
1378
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1316 } 1380 }
1381
1317 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3) 1384 stats.dam = arch->stats.dam * 3;
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321 1385
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1323 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
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 1388
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, 1389 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1390 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1393 * one or the other.
1339 */ 1394 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1395 if (move_type == 0)
1396 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK;
1342 1399
1343 update_ob_speed(op); 1400 if (speed != old_speed)
1401 set_speed (speed);
1344 1402
1345 /* It is quite possible that a player's spell costing might have changed, 1403 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1404 * so we will check that now.
1347 */ 1405 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1406 if (type == PLAYER)
1407 {
1408 esrv_update_stats (contr);
1409 esrv_update_spells (contr);
1410 }
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1349} 1415}
1350 1416
1351/* 1417/*
1352 * Returns true if the given player is a legal class. 1418 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1419 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1420 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1421 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1422 * false otherwise.
1357 */ 1423 */
1358 1424int
1359int allowed_class(const object *op) { 1425allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1426{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1427 return op->stats.Dex > 0
1428 && op->stats.Str > 0
1429 && op->stats.Con > 0
1430 && op->stats.Int > 0
1431 && op->stats.Wis > 0
1432 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1433 && op->stats.Cha > 0;
1363} 1434}
1364 1435
1365/* 1436/*
1366 * set the new dragon name after gaining levels or 1437 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1438 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1441 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1442 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1443 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1444 * Please, anyone, write support for 'ext_title'.
1374 */ 1445 */
1446void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1447set_dragon_name (object *pl, const object *abil, const object *skin)
1448{
1376 int atnr=-1; /* attacknumber of highest level */ 1449 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1450 int level = 0; /* highest level */
1378 int i; 1451 int i;
1379 1452
1380 /* Perhaps do something more clever? */ 1453 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1454 if (!abil || !skin)
1382 1455 return;
1456
1383 /* first, look for the highest level */ 1457 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1458 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1459 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1460 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1461 {
1387 level = abil->resist[i]; 1462 level = abil->resist[i];
1388 atnr = i; 1463 atnr = i;
1389 } 1464 }
1390 } 1465 }
1391 1466
1392 /* now if there are equals at highest level, pick the one with focus, 1467 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1468 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1469 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; 1470 atnr = abil->stats.exp;
1397 1471
1398 level = (int)(level/5.); 1472 level = (int) (level / 5.);
1399 1473
1400 /* now set the new title */ 1474 /* now set the new title */
1401 if (pl->contr != NULL) { 1475 if (pl->contr != NULL)
1476 {
1402 if(level == 0) 1477 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1479 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1481 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1482 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1483 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1484 sprintf (pl->contr->title, "%s dragon", attacks[atnr]);
1410 else {
1411 /* special titles for extra high resistance! */
1412 if (skin->resist[atnr] > 80)
1413 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]);
1416 else 1485 else
1486 {
1487 /* special titles for extra high resistance! */
1488 if (skin->resist[atnr] > 80)
1489 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1490 else if (skin->resist[atnr] > 50)
1491 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1492 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1493 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1494 }
1419 } 1495 }
1420 1496
1421 strcpy(pl->contr->own_title, ""); 1497 strcpy (pl->contr->own_title, "");
1422} 1498}
1423 1499
1424/* 1500/*
1425 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1503 * or change the ability-focus.
1428 */ 1504 */
1505void
1429void dragon_level_gain(object *who) { 1506dragon_level_gain (object *who)
1507{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1508 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1509 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1512
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1515 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1439 abil = tmp; 1517 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1441 skin = tmp; 1519 skin = tmp;
1442 } 1520
1443 }
1444 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1522 if (abil == NULL)
1446 1523 return;
1524
1447 /* The ability_force keeps track of maximum level ever achieved. 1525 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1526 * New abilties can only be gained by surpassing this max level
1449 */ 1527 */
1450 if (who->level > abil->level) { 1528 if (who->level > abil->level)
1529 {
1451 /* increase our focused ability */ 1530 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1531 abil->resist[abil->stats.exp]++;
1453
1454 1532
1533
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1534 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1535 {
1456 /* time to hand out a new ability-gift */ 1536 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1537 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 } 1538 }
1460 1539
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1540 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1541 {
1462 /* apply new ability focus */ 1542 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1543 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); 1544 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1545
1467 abil->stats.exp = abil->last_eat; 1546 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1547 abil->last_eat = 0;
1469 } 1548 }
1470 1549
1471 abil->level = who->level; 1550 abil->level = who->level;
1472 } 1551 }
1473 1552
1474 /* last but not least, set the new title for the dragon */ 1553 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1554 set_dragon_name (who, abil, skin);
1476} 1555}
1477 1556
1478/* Handy function - given the skill name skill_name, we find the skill 1557/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1558 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1559 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1560 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1561 * want to do something with it immediately.
1483 */ 1562 */
1563object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1564give_skill_by_name (object *op, const char *skill_name)
1485{ 1565{
1486 object *skill_obj; 1566 object *skill_obj;
1487 1567
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1568 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1569 if (!skill_obj)
1570 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1572 return NULL;
1492 } 1573 }
1574
1493 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1576 * still doesn't know it.
1495 */ 1577 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1580 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1500 if (op->contr) { 1582
1583 if (player *pl = op->contr)
1584 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1586 if (pl->ns)
1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1588 }
1589
1504 return skill_obj; 1590 return skill_obj;
1505} 1591}
1506
1507 1592
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1596 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1597 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1598 * (eg, skill)
1514 */ 1599 */
1600void
1515void player_lvl_adj(object *who, object *op) { 1601player_lvl_adj (object *who, object *op)
1602{
1516 char buf[MAX_BUF]; 1603 char buf[MAX_BUF];
1517 1604
1518 if(!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1519 op = who; 1606 op = who;
1520 1607
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1609 {
1522 op->level++; 1610 op->level++;
1523 1611
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1613 dragon_level_gain (who);
1526 1614
1527 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1617 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1618 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); 1619 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; 1620 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1621 }
1622
1623 who->update_stats ();
1624 if (op->level > 1)
1532 } 1625 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1626 if (op->type != PLAYER)
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1538 else
1539 sprintf(buf,"You are now level %d.",op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 }
1542 player_lvl_adj(who,op); /* To increase more levels */
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) {
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); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1628 else
1629 sprintf (buf, "You are now level %d.", op->level);
1630
1631 if (who)
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1633 }
1634
1635 player_lvl_adj (who, op); /* To increase more levels */
1636 }
1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1638 {
1639 op->level--;
1640 who->update_stats ();
1641
1642 if (op->type != PLAYER)
1549 } 1643 {
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1646 }
1647
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1551 } 1649 }
1650
1552 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1652 esrv_update_stats (who->contr);
1553 esrv_update_spells(who->contr); 1653 esrv_update_spells (who->contr);
1554} 1654}
1555 1655
1556/* 1656/*
1557 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1559 */ 1659 */
1560 1660
1661sint64
1561sint64 level_exp(int level,double expmul) { 1662level_exp (int level, double expmul)
1663{
1562 if (level > settings.max_level) 1664 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1564 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1565} 1668}
1566 1669
1567/* 1670/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1671 * 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 1672 * 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 1673 * 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, 1674 * 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. 1675 * this can now work on a much larger set of objects.
1573 */ 1676 */
1677void
1574void calc_perm_exp(object *op) 1678calc_perm_exp (object *op)
1575{ 1679{
1576 int p_exp_min; 1680 int p_exp_min;
1577 1681
1578 /* Ensure that our permanent experience minimum is met. 1682 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1683 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1684 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1685 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1686
1583 if (op->perm_exp < p_exp_min) 1687 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1688 op->perm_exp = p_exp_min;
1585 1689
1586 /* Cap permanent experience. */ 1690 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1691 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1692 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1591} 1695}
1592
1593 1696
1594/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1701 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1600 */ 1703 */
1601 1704static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1706{
1604 object *skill_obj = NULL; 1707 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1606 int i; 1709 int i;
1607 1710
1608 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1712 if (op->contr->braced)
1610 exp = exp / 5; 1713 exp /= 5;
1611 1714
1612 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1718 * the players inventory.
1616 */ 1719 */
1617 if (skill_name) 1720 if (skill_name)
1618 { 1721 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1723 skill_obj = op->chosen_skill;
1622 else 1724 else
1623 { 1725 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1726 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)) 1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1728 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1729 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1730 break;
1630 } 1731 }
1631 1732
1650 exp_to_add = exp; 1751 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1752 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1753 if (exp_to_add > limit)
1653 exp_to_add = limit; 1754 exp_to_add = limit;
1654 1755
1655 ADD_EXP (op->stats.exp, 1756 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) 1757 if (settings.permanent_exp_ratio)
1659 { 1758 {
1660 ADD_EXP (op->perm_exp, 1759 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); 1760 calc_perm_exp (op);
1664 } 1761 }
1665 1762
1666 player_lvl_adj (op, NULL); 1763 player_lvl_adj (op, NULL);
1667 } 1764 }
1674 exp_to_add = limit; 1771 exp_to_add = limit;
1675 1772
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1773 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1774 if (settings.permanent_exp_ratio)
1678 { 1775 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1776 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1777 calc_perm_exp (skill_obj);
1682 } 1778 }
1683 1779
1684 player_lvl_adj (op, skill_obj); 1780 player_lvl_adj (op, skill_obj);
1685 } 1781 }
1691 * adjustments based on permanent exp and the like. 1787 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1788 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1789 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1790 * amount that should get subtract from the player.
1695 */ 1791 */
1792sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1793check_exp_loss (const object *op, sint64 exp)
1697{ 1794{
1698 sint64 del_exp; 1795 sint64 del_exp;
1699 1796
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1797 if (exp > op->stats.exp)
1798 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1799 if (settings.permanent_exp_ratio)
1800 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1802 if (del_exp < 0)
1803 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1804 if (exp > del_exp)
1805 exp = del_exp;
1705 } 1806 }
1706 return exp; 1807 return exp;
1707} 1808}
1708 1809
1810sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1710{ 1812{
1813 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1814 return check_exp_loss (op, exp);
1815 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1817}
1714 1818
1715 1819
1716/* Subtracts experience from player. 1820/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1827 * 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. 1828 * 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 1829 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1830 * a postive number.
1727 */ 1831 */
1832static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1833subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1834{
1730 float fraction = (float) exp/(float) op->stats.exp; 1835 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1836 object *tmp;
1732 sint64 del_exp; 1837 sint64 del_exp;
1733 1838
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1840 if (tmp->type == SKILL && tmp->stats.exp)
1841 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1843 {
1737 del_exp = check_exp_loss(tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1846 player_lvl_adj (op, tmp);
1847 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1848 else if (flag != SK_SUBTRACT_SKILL_EXP)
1849 {
1741 /* only want to process other skills if we are not trying 1850 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1851 * to match a specific skill.
1743 */ 1852 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1855 player_lvl_adj (op, tmp);
1747 } 1856 }
1748 } 1857 }
1858
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1860 {
1750 del_exp = check_exp_loss(op, exp); 1861 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1863 player_lvl_adj (op, NULL);
1753 } 1864 }
1754} 1865}
1755
1756
1757 1866
1758/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1869 *
1761 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1874 * these last two values are only used for players.
1766 */ 1875 */
1767 1876void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1878{
1770#ifdef EXP_DEBUG 1879#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); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1881#endif
1776#endif
1777 1882
1778 /* safety */ 1883 /* safety */
1779 if(!op) { 1884 if (!op)
1885 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1886 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1887 return;
1782 } 1888 }
1783 1889
1784 /* if no change in exp, just return - most of the below code 1890 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1891 * won't do anything if the value is 0 anyways.
1786 */ 1892 */
1787 if (exp == 0) return; 1893 if (exp == 0)
1894 return;
1788 1895
1789 /* Monsters are easy - we just adjust their exp - we 1896 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1897 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1898 * the exp they have - the monsters exp represents what its
1792 * worth. 1899 * worth.
1793 */ 1900 */
1794 if(op->type != PLAYER) { 1901 if (op->type != PLAYER)
1902 {
1795 /* Sanity check */ 1903 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1904 if (!QUERY_FLAG (op, FLAG_ALIVE))
1905 return;
1797 1906
1798 /* reset exp to max allowed value. We subtract from 1907 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1908 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1909 * more than max exp, just return.
1910 */
1911 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1912 {
1913 exp = MAX_EXPERIENCE - op->stats.exp;
1914 if (exp < 0)
1915 return;
1916 }
1917
1918 op->stats.exp += exp;
1919 }
1920 else
1921 { /* Players only */
1922 if (exp > 0)
1923 add_player_exp (op, exp, skill_name, flag);
1924 else
1925 /* note that when you lose exp, it doesn't go against
1926 * a particular skill, so we don't need to pass that
1927 * along.
1801 */ 1928 */
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); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1930 }
1820} 1931}
1821 1932
1822/* Applies a death penalty experience, the size of this is defined by the 1933/* 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 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1936 */
1826 1937void
1827void apply_death_exp_penalty(object *op) { 1938apply_death_exp_penalty (object *op)
1939{
1828 object *tmp; 1940 object *tmp;
1829 sint64 loss; 1941 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1944
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1945 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1946 if (tmp->type == SKILL && tmp->stats.exp)
1947 {
1835 1948
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1949 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)]; 1950 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 1951
1839 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 1955 * tables is a lot harder.
1843 */ 1956 */
1844 if (level_loss < 0) level_loss = 0; 1957 if (level_loss < 0)
1958 level_loss = 0;
1845 1959
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 1961
1848 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 1963 player_lvl_adj (op, tmp);
1850 } 1964 }
1851 1965
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1966 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)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 1968
1969 if (level_loss < 0)
1970 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 1972
1857 op->stats.exp -= loss; 1973 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 1974 player_lvl_adj (op, NULL);
1859} 1975}
1860 1976
1861/* This function takes an object (monster/player, op), and 1977/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 1978 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 1979 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 1980 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 1981 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 1982 * Returns 1 if op makes his save, 0 if he failed
1867 */ 1983 */
1984int
1868int did_make_save(const object *op, int level, int bonus) 1985did_make_save (const object *op, int level, int bonus)
1869{ 1986{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1987 if (level > MAX_SAVE_LEVEL)
1988 level = MAX_SAVE_LEVEL;
1871 1989
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1990 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 1991 return 0;
1992
1993 return 1;
1875} 1994}
1876

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