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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 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.7 2006/09/09 21:48:28 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h>
31 25
32/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 29 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 30#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 31
38static const int con_bonus[MAX_STAT + 1]={ 32static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 33 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 34 22, 25, 30, 40, 50
41}; 35};
42 36
43/* changed the name of this to "sp_bonus" from "int_bonus" 37/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 38 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 39 * advancement. -b.t.
46 */ 40 */
47static const int sp_bonus[MAX_STAT + 1]={ 41static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 42 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 43 30, 40, 50, 70, 100
50}; 44};
51 45
52static const int grace_bonus[MAX_STAT +1] = { 46static const int grace_bonus[MAX_STAT + 1] = {
53 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 47 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 48 30, 40, 50, 70, 100
55}; 49};
56 50
57/* 0.92.7 Changed way charisma works. Values now 51/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 52 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 53 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 63 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 64 * it is 1-diff
71 */ 65 */
72 66
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 67const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 68 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 69 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 70 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 71 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 72 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 73 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 74};
81 75
82const int dex_bonus[MAX_STAT + 1]={ 76const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 77 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 78};
85 79
86/* speed_bonus uses dex as its stat */ 80/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 81const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 82 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 83 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 84 1.6, 1.8, 2.0, 2.5, 3.0
91}; 85};
92 86
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 87/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 88 * strength.
95 */ 89 */
96const int dam_bonus[MAX_STAT + 1]={ 90const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 91 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 92};
99 93
100const int thaco_bonus[MAX_STAT + 1]={ 94const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 95 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 96};
103 97
104/* Max you can carry before you start getting extra speed penalties */ 98/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 99const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 100 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 101 301, 326, 352, 400, 450, 500, 600, 1000
108}; 102};
109 103
110/* weight_limit - the absolute most a character can carry - a character can't 104/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 105 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 106 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 107 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 108 * before, you need to start someplace.
115 */ 109 */
116 110
117const uint32 weight_limit[MAX_STAT+ 1] = { 111const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 112 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 113 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 114 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 115 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 116 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 117 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 118 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */
125}; 119};
126 120
127const int learn_spell[MAX_STAT + 1]={ 121const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 122 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 123 100, 100, 100, 100, 100, 100
130}; 124};
131 125
132const int cleric_chance[MAX_STAT + 1]={ 126const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 127 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 128};
135 129
136const int turn_bonus[MAX_STAT + 1]={ 130const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 131 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 132};
139 133
140const int fear_bonus[MAX_STAT + 1]={ 134const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 135 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 136};
143 137
144/* 138/*
145 Since this is nowhere defined ... 139 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 140 Both come in handy at least in function add_exp()
161 * line with progression of previous levels, so 155 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 156 * if more levels are desired, this should be fixed.
163 * -b.t. 157 * -b.t.
164 */ 158 */
165 159
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
167 161
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels; 162extern sint64 *levels;
172#endif
173 163
174#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
165
175/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 168 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 169 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 170 * and instead did_make_save should be used instead.
180 */ 171 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 172static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 173 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 174 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 175 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 176 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 177 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 178 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 179 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 180};
190 181
191const char *const attacks[NROFATTACKS] = { 182const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 183 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 184 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 185 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 186 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 187 "life stealing"
197}; 188};
198 189
199static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 192 "You're feeling clumsy!",
202 "You feel less healthy", 193 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
204 "Your face gets distorted!", 197 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 198};
208const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 200 "You feel your strength return.",
210 "You feel your agility return.", 201 "You feel your agility return.",
211 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
212 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
213 "You feel your charisma return.", 206 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 207};
217const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 209 "You feel stronger.",
219 "You feel more agile.", 210 "You feel more agile.",
220 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
221 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
222 "You seem to look better.", 215 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 216};
226const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 218 "You feel weaker!",
228 "You feel clumsy!", 219 "You feel clumsy!",
229 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
230 "You lose some of your memory!", 222 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 223 "You feel less potent!",
224 "You look ugly!",
234}; 225};
235 226
236const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 229};
239 230
240const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 233};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 234
276/* 235/*
277 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 237 * is added to the specified stat.
279 */ 238 */
280
281void 239void
282change_attr_value(living *stats,int attr,sint8 value) { 240change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 241{
284 switch(attr) { 242 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 243}
335 244
336/* 245/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 247 * 1-30 stat limit.
339 */ 248 */
340 249void
341void check_stat_bounds(living *stats) { 250check_stat_bounds (living *stats)
342 int i,v; 251{
343 for(i=0;i<NUM_STATS;i++) 252 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 253 {
345 set_attr_value(stats,i,MAX_STAT); 254 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 256 }
348} 257}
349 258
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 260
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 */ 264 */
356#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
358 267
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
269
360/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 271 * the object.
362 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 273 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 279 * that gives them that ability.
370 */ 280 */
281int
371int change_abil(object *op, object *tmp) { 282change_abil (object *op, object *tmp)
283{
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
373 char message[MAX_BUF]; 285 char message[MAX_BUF];
374 int potion_max=0; 286 int potion_max = 0;
375 287
376 /* remember what object was like before it was changed. note that 288 /* 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 289 * 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 290 * found by update_stats. refop is not a real object
379 */ 291 */
380 object_pod refop; 292 object_copy refop = *op;
381 memcpy (&refop, static_cast<object_pod *>(op), sizeof (object_pod));
382 293
383 if(op->type==PLAYER) { 294 if (op->type == PLAYER)
295 {
384 if (tmp->type==POTION) { 296 if (tmp->type == POTION)
297 {
385 potion_max=1; 298 potion_max = 1;
386 for(j=0;j<NUM_STATS;j++) { 299 for (int j = 0; j < NUM_STATS; j++)
387 int nstat, ostat; 300 {
388
389 ostat = get_attr_value(&(op->contr->orig_stats),j); 301 int ostat = op->contr->orig_stats.stat (j);
390 i = get_attr_value(&(tmp->stats),j); 302 int i = tmp->stats.stat (j);
391 303
392 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
393 nstat = flag*i + ostat; 305 int nstat = flag * i + ostat;
394 306
395 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
398 * to allow for that. 310 * to allow for that.
399 */ 311 */
400 if (nstat < 1 && i*flag < 0 ) nstat = 1; 312 if (nstat < 1 && i * flag < 0)
313 nstat = 1;
401 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 314 else if (nstat > 20 + op->arch->stats.stat (j))
402 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 315 nstat = 20 + op->arch->stats.stat (j);
316
317 if (nstat != ostat)
318 {
319 op->contr->orig_stats.stat (j) = nstat;
320 potion_max = 0;
403 } 321 }
404 if (nstat != ostat) { 322 else if (i)
405 set_attr_value(&(op->contr->orig_stats), j, nstat);
406 potion_max=0;
407 } 323 {
408 else if (i) {
409 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
410 potion_max = 1; 325 potion_max = 1;
411 } 326 }
412 } 327 }
328
413 /* This section of code ups the characters normal stats also. I am not 329 /* This section of code ups the characters normal stats also. I am not
414 * sure if this is strictly necessary, being that fix_player probably 330 * sure if this is strictly necessary, being that fix_player probably
415 * recalculates this anyway. 331 * recalculates this anyway.
416 */ 332 */
417 for(j=0;j<NUM_STATS;j++) 333 for (int j = 0; j < NUM_STATS; j++)
418 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
419 check_stat_bounds(&(op->stats)); 336 check_stat_bounds (&op->stats);
420 } /* end of potion handling code */ 337 } /* end of potion handling code */
421 } 338 }
422 339
423 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
424 * everything to set 341 * everything to set
425 */ 342 */
426 if(flag == -1) { 343 if (flag == -1)
344 {
427 op->attacktype&=~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
428 op->path_attuned&=~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
429 op->path_repelled&=~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
430 op->path_denied&=~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
431 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
432 * and not the other move_ fields. 350 * and not the other move_ fields.
433 */ 351 */
434 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
435 } 353 }
436 354
437 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
438 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
439 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
440 */ 358 */
441 fix_player(op); 359 op->update_stats ();
442 360
443 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
444 * print out message if this is a bow. 362 * print out message if this is a bow.
445 */ 363 */
446 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
365 {
447 success=1; 366 success = 1;
448 DIFF_MSG(flag, "Your hands begin to glow red.", 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
449 "Your hands stop glowing red.");
450 } 368 }
369
451 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){ 370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
371 {
452 success=1; 372 success = 1;
453 DIFF_MSG(flag, "You feel very protected.", 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
454 "You don't feel protected anymore.");
455 } 374 }
375
456 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){ 376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
377 {
457 success=1; 378 success = 1;
458 DIFF_MSG(flag, "A magic force shimmers around you.", 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
459 "The magic force fades away.");
460 } 380 }
381
461 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){ 382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
383 {
462 success=1; 384 success = 1;
463 DIFF_MSG(flag, "You feel more safe now, somehow.", 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
464 "Suddenly you feel less safe, somehow.");
465 } 386 }
387
466 /* movement type has changed. We don't care about cases where 388 /* movement type has changed. We don't care about cases where
467 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
468 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
469 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
470 * from fly high) 392 * from fly high)
471 */ 393 */
472 if (tmp->move_type && op->move_type != refop.move_type) { 394 if (tmp->move_type && op->move_type != refop.move_type)
395 {
473 success=1; 396 success = 1;
474 397
475 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
476 * status doesn't make a difference if you are flying high 399 * status doesn't make a difference if you are flying high
477 */ 400 */
478 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 {
479 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground.");
480 } 404 }
481 405
482 if (tmp->move_type & MOVE_FLY_HIGH) { 406 if (tmp->move_type & MOVE_FLY_HIGH)
407 {
483 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
484 * in that case, you don't actually land 409 * in that case, you don't actually land
485 */ 410 */
486 DIFF_MSG(flag, "You soar into the air air!.", 411 DIFF_MSG (flag, "You soar into the air!",
487 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
488 "You float down to the ground."));
489 } 413 }
414
490 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
491 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
492 417
493 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
494 check_move_on(op, op); 419 check_move_on (op, op);
495 } 420 }
496 421
497 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
498 * originally undead may change their status 423 * originally undead may change their status
499 */ 424 */
500 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
501 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
427 {
502 success=1; 428 success = 1;
503 if(flag>0) { 429 if (flag > 0)
430 {
504 op->race = "undead"; 431 op->race = "undead";
505 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
433 }
506 } else { 434 else
435 {
507 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
508 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
438 }
439 }
440
441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
442 {
443 success = 1;
444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
445 }
446
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
448 {
449 success = 1;
450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
451 }
452
453 /* blinded you can tell if more blinded since blinded player has minimal
454 * vision
455 */
456 if (QUERY_FLAG (tmp, FLAG_BLIND))
457 {
458 success = 1;
459 if (flag > 0)
460 {
461 if (QUERY_FLAG (op, FLAG_WIZ))
462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
463 else
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
466 SET_FLAG (op, FLAG_BLIND);
467 if (op->type == PLAYER)
468 op->contr->do_los = 1;
509 } 469 }
510 } 470 }
511 471 else
512 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 472 {
513 success=1;
514 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
515 }
516 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
517 success=1;
518 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
519 }
520 /* blinded you can tell if more blinded since blinded player has minimal
521 * vision
522 */
523 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
524 success=1;
525 if(flag>0) {
526 if(QUERY_FLAG(op,FLAG_WIZ)) 473 if (QUERY_FLAG (op, FLAG_WIZ))
527 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
528 else { 475 else
476 {
529 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
530 SET_FLAG(op,FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
531 if(op->type==PLAYER) 479 if (op->type == PLAYER)
532 op->contr->do_los=1; 480 op->contr->do_los = 1;
533 } 481 }
534 } else { 482 }
483 }
484
485 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK))
486 {
487 success = 1;
488 if (op->type == PLAYER)
489 op->contr->do_los = 1;
490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
491 }
492
493 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS))
494 {
495 success = 1;
496 if (flag > 0)
497 {
535 if(QUERY_FLAG(op,FLAG_WIZ)) 498 if (QUERY_FLAG (op, FLAG_WIZ))
536 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
537 else { 500 else
538 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 501 {
539 CLEAR_FLAG(op,FLAG_BLIND); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
540 if(op->type==PLAYER) 503 if (op->type == PLAYER)
541 op->contr->do_los=1; 504 op->contr->do_los = 1;
542 } 505 }
543 } 506 }
544 } 507 else
545 508 {
546 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){
547 success=1;
548 if(op->type==PLAYER)
549 op->contr->do_los=1;
550 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
551 }
552
553 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
554 success=1;
555 if(flag>0) {
556 if(QUERY_FLAG(op,FLAG_WIZ)) 509 if (QUERY_FLAG (op, FLAG_WIZ))
557 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
558 else { 511 else
512 {
559 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
560 if(op->type==PLAYER) 514 if (op->type == PLAYER)
561 op->contr->do_los=1; 515 op->contr->do_los = 1;
562 } 516 }
563 } else { 517 }
564 if(QUERY_FLAG(op,FLAG_WIZ)) 518 }
565 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus."); 519
520 if (tmp->stats.luck)
521 {
522 success = 1;
523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
524 }
525
526 if (tmp->stats.hp && op->type == PLAYER)
527 {
528 success = 1;
529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
530 }
531
532 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL)
533 {
534 success = 1;
535 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
536 }
537
538 /* for the future when artifacts set this -b.t. */
539 if (tmp->stats.grace && op->type == PLAYER)
540 {
541 success = 1;
542 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
543 }
544
545 if (tmp->stats.food && op->type == PLAYER)
546 {
547 success = 1;
548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
549 }
550
551 /* Messages for changed resistance */
552 for (int i = 0; i < NROFATTACKS; i++)
553 {
554 if (i == ATNR_PHYSICAL)
555 continue; /* Don't display about armour */
556
557 if (op->resist[i] != refop.resist[i])
558 {
559 success = 1;
560 if (op->resist[i] > refop.resist[i])
561 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]);
566 else { 562 else
567 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid."); 563 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]);
568 if(op->type==PLAYER) 564
569 op->contr->do_los=1; 565 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
566 }
567 }
568
569 if (!potion_max)
570 {
571 for (int j = 0; j < NUM_STATS; j++)
572 {
573 if (int i = tmp->stats.stat (j))
574 {
575 success = 1;
576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
570 } 577 }
571 } 578 }
572 } 579 }
573 580
574 if(tmp->stats.luck) {
575 success=1;
576 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
577 }
578
579 if(tmp->stats.hp && op->type==PLAYER) {
580 success=1;
581 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!",
582 "You feel much less healthy!");
583 }
584
585 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) {
586 success=1;
587 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!",
588 "You suddenly feel very mundane.");
589 }
590
591 /* for the future when artifacts set this -b.t. */
592 if(tmp->stats.grace && op->type==PLAYER) {
593 success=1;
594 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!",
595 "You suddenly feel less holy.");
596 }
597
598 if(tmp->stats.food && op->type==PLAYER) {
599 success=1;
600 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.",
601 "You feel your digestion speeding up.");
602 }
603
604 /* Messages for changed resistance */
605 for (i=0; i<NROFATTACKS; i++) {
606 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
607
608 if (op->resist[i] != refop.resist[i]) {
609 success=1;
610 if (op->resist[i] > refop.resist[i])
611 sprintf(message, "Your resistance to %s rises to %d%%.",
612 change_resist_msg[i], op->resist[i]);
613 else
614 sprintf(message, "Your resistance to %s drops to %d%%.",
615 change_resist_msg[i], op->resist[i]);
616
617 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message);
618 }
619 }
620
621 if(tmp->type!=EXPERIENCE && !potion_max) {
622 for (j=0; j<NUM_STATS; j++) {
623 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
624 success=1;
625 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]);
626 }
627 }
628 }
629 return success; 581 return success;
630} 582}
631 583
632/* 584/*
633 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
634 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
635 */ 587 */
636 588void
637void drain_stat(object *op) { 589object::drain_stat ()
590{
638 drain_specific_stat(op, RANDOM()%NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
639} 592}
640 593
594void
641void drain_specific_stat(object *op, int deplete_stats) { 595object::drain_specific_stat (int deplete_stats)
596{
642 object *tmp; 597 object *tmp;
643 archetype *at; 598 archetype *at;
644 599
645 at = find_archetype(ARCH_DEPLETION); 600 at = archetype::find (ARCH_DEPLETION);
646 if (!at) { 601 if (!at)
602 {
647 LOG(llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
648 return; 604 return;
605 }
649 } else { 606 else
607 {
650 tmp = present_arch_in_ob(at, op); 608 tmp = present_arch_in_ob (at, this);
609
651 if (!tmp) { 610 if (!tmp)
611 {
652 tmp = arch_to_object(at); 612 tmp = arch_to_object (at);
653 tmp = insert_ob_in_ob(tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG(tmp,FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
655 } 615 }
656 } 616 }
657 617
658 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value(&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
660 fix_player(op); 620 update_stats ();
661} 621}
662 622
663/* 623/*
664 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
665 * via an applied bad_luck object. 625 * via an applied bad_luck object.
666 */ 626 */
667 627void
668void change_luck(object *op, int value) { 628object::change_luck (int value)
669 object *tmp; 629{
670 archetype *at; 630 archetype *at = archetype::find ("luck");
671 int new_luck;
672
673 at = find_archetype("luck");
674 if (!at) 631 if (!at)
675 LOG(llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
676 else { 633 else
634 {
677 tmp = present_arch_in_ob(at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
678 if (!tmp) { 637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = arch_to_object (at);
643 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED);
645 }
646
679 if (!value) 647 if (value)
680 return; 648 {
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 649 /* Limit the luck value of the bad luck object to +/-100. This
687 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
688 * in op itself). 651 * in op itself).
689 */ 652 */
690 new_luck = tmp->stats.luck+value; 653 int new_luck = tmp->stats.luck + value;
654
691 if (new_luck >= -100 && new_luck <= 100) { 655 if (new_luck >= -100 && new_luck <= 100)
656 {
692 op->stats.luck+=value; 657 stats.luck += value;
693 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
659 }
694 } 660 }
695 } else { 661 else
662 {
696 if (!tmp->stats.luck) { 663 if (!tmp->stats.luck)
697 return; 664 return;
698 } 665
699 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
700 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
701 */ 668 */
702 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
703 int diff = tmp->stats.luck>0?-1:1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
704 op->stats.luck += diff; 673 stats.luck += diff;
705 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
675 }
706 } 676 }
707 }
708 } 677 }
709} 678}
710 679
711/* 680/*
712 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
713 */ 682 */
714 683void
715void remove_statbonus(object *op) { 684object::remove_statbonus ()
716 op->stats.Str -= op->arch->clone.stats.Str; 685{
717 op->stats.Dex -= op->arch->clone.stats.Dex; 686 for (int i = 0; i < NUM_STATS; ++i)
718 op->stats.Con -= op->arch->clone.stats.Con; 687 {
719 op->stats.Wis -= op->arch->clone.stats.Wis; 688 sint8 v = arch->stats.stat (i);
720 op->stats.Pow -= op->arch->clone.stats.Pow; 689 stats.stat (i) -= v;
721 op->stats.Cha -= op->arch->clone.stats.Cha; 690 contr->orig_stats.stat (i) -= v;
722 op->stats.Int -= op->arch->clone.stats.Int; 691 }
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} 692}
731 693
732/* 694/*
733 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
734 */ 696 */
735 697void
736void add_statbonus(object *op) { 698object::add_statbonus ()
737 op->stats.Str += op->arch->clone.stats.Str; 699{
738 op->stats.Dex += op->arch->clone.stats.Dex; 700 for (int i = 0; i < NUM_STATS; ++i)
739 op->stats.Con += op->arch->clone.stats.Con; 701 {
740 op->stats.Wis += op->arch->clone.stats.Wis; 702 sint8 v = arch->stats.stat (i);
741 op->stats.Pow += op->arch->clone.stats.Pow; 703 stats.stat (i) += v;
742 op->stats.Cha += op->arch->clone.stats.Cha; 704 contr->orig_stats.stat (i) += v;
743 op->stats.Int += op->arch->clone.stats.Int; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
752 747
753/* 748/*
754 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
755 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
756 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
757 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
758 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
759 */ 754 *
760/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
761 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
762 */ 757 */
763 758void
764void fix_player(object *op) { 759object::update_stats ()
765 int i,j; 760{
766 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
767 int weapon_weight=0,weapon_speed=0; 762 int weapon_weight = 0, weapon_speed = 0;
768 int best_wc=0, best_ac=0, wc=0, ac=0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
769 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
770 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
771 768
772 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
773 if(op->type==PLAYER) { 770 if (type == PLAYER)
771 {
774 for(i=0;i<NUM_STATS;i++) { 772 for (int i = 0; i < NUM_STATS; i++)
775 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
776 } 774
777 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
778 op->contr->encumbrance=0; 776 contr->encumbrance = 0;
779 777
780 op->attacktype=0; 778 attacktype = 0;
779
781 op->contr->digestion = 0; 780 contr->digestion = 0;
782 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
783 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
784 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
785 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
786 op->contr->item_power = 0; 785 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 } 786 }
797 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
798 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
799 op->slaying = 0; 791 slaying = 0;
800 792
801 if(!QUERY_FLAG(op,FLAG_WIZ)) { 793 if (!QUERY_FLAG (this, FLAG_WIZ))
794 {
802 CLEAR_FLAG(op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
803 CLEAR_FLAG(op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
804 } 797 }
805 798
806 CLEAR_FLAG(op,FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
807 CLEAR_FLAG(op,FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
808 CLEAR_FLAG(op,FLAG_BLIND); 801 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);
817 802
818 op->path_attuned=op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
819 op->path_repelled=op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
820 op->path_denied=op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
821 op->glow_radius=op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
822 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
823 op->chosen_skill = NULL; 814 chosen_skill = 0;
824 815
825 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
826 * archetype clone 817 * archetype clone
827 */ 818 */
828 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
829 820
830 for (i=0;i<NROFATTACKS;i++) { 821 for (int i = 0; i < NROFATTACKS; i++)
822 {
831 if (op->resist[i] > 0) 823 if (resist[i] > 0)
832 prot[i]= op->resist[i], vuln[i]=0; 824 prot[i] = resist[i], vuln[i] = 0;
833 else 825 else
834 vuln[i]= -(op->resist[i]), prot[i]=0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
835 potion_resist[i]=0; 828 potion_resist[i] = 0;
836 } 829 }
837
838 wc=op->arch->clone.stats.wc;
839 op->stats.dam=op->arch->clone.stats.dam;
840 830
831 wc = arch->stats.wc;
832 stats.dam = arch->stats.dam;
833
841 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
842 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
843 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
844 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
845 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
846 * that their protection from physical goes down 839 * that their protection from physical goes down
847 */ 840 */
848 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) { 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
849 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3); 842 {
843 ac = max (-10, arch->stats.ac - level / 3);
850 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
851 } 845 }
852 else 846 else
853 ac=op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
854 848
855 op->stats.luck=op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
856 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
857 851
858 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
859 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
860 */ 854 */
861
862 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 855 for (tmp = inv; tmp; tmp = tmp->below)
863 /* See note in map.c:update_position about making this additive 856 {
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 857 /* This happens because apply_potion calls change_abil with the potion
869 * applied so we can tell the player what chagned. But change_abil 858 * applied so we can tell the player what changed. But change_abil
870 * then calls this function. 859 * then calls this function.
871 */ 860 */
872 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) { 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
873 continue; 862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
874 } 866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
875 869
876 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
877 if (tmp->type == SKILL) { 871 if (tmp->type == SKILL)
872 {
878 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
879 if (IS_MANA_SKILL(tmp->subtype)) { 874 if (IS_MANA_SKILL (tmp->subtype))
875 {
880 if (!mana_obj) mana_obj=tmp; 876 if (!mana_obj)
877 mana_obj = tmp;
881 else if (tmp->level > mana_obj->level) mana_obj = tmp; 878 else if (tmp->level > mana_obj->level)
879 mana_obj = tmp;
882 } 880 }
881
883 if (IS_GRACE_SKILL(tmp->subtype)) { 882 if (IS_GRACE_SKILL (tmp->subtype))
883 {
884 if (!grace_obj) grace_obj=tmp; 884 if (!grace_obj)
885 grace_obj = tmp;
885 else if (tmp->level > grace_obj->level) grace_obj = tmp; 886 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp;
886 } 888 }
887 } 889 }
888 890
889 /* Container objects are not meant to adjust a players, but other applied 891 /* Container objects are not meant to adjust a players, but other applied
890 * objects need to make adjustments. 892 * objects need to make adjustments.
891 * This block should handle all player specific changes 893 * This block should handle all player specific changes
892 * The check for Praying is a bit of a hack - god given bonuses are put 894 * The check for Praying is a bit of a hack - god given bonuses are put
893 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
896 * up, etc. 898 * up, etc.
897 */ 899 */
898 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING))
905 {
906 if (type == PLAYER)
907 {
908 contr->item_power += tmp->item_power;
909
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
911 if (tmp != current_weapon
899 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) { 912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
900 if(op->type==PLAYER) { 913 && !tmp->flag [FLAG_CURSED]
901 if (tmp->type == BOW) 914 && !tmp->flag [FLAG_DAMNED])
902 op->contr->ranges[range_bow] = tmp; 915 continue;
903 916
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++) 917 for (int i = 0; i < NUM_STATS; i++)
908 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
909 919
910 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
911 * spell point recovery and mana point recovery. Seems sort of an arbitary
912 * list, but other items store other info into stats array.
913 */ 921 {
914 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
915 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
916 (tmp->type == SHIELD) || (tmp->type == RING) ||
917 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
918 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
919 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
920 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
921 (tmp->type == SKILL)) {
922 op->contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
923 op->contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
924 op->contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
925 op->contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
926 op->contr->gen_sp_armour+= tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
927 op->contr->item_power += tmp->item_power;
928 } 927 }
929 } /* if this is a player */ 928 } /* if this is a player */
930 929 else
931 /* Update slots used for items */ 930 {
932 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 931 if (tmp->type == WEAPON)
933 for (i=0; i<NUM_BODY_LOCATIONS; i++) 932 current_weapon = tmp;
934 op->body_used[i] += tmp->body_info[i];
935 } 933 }
936 934
935 /* Update slots used for items */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
938 slot[i].used += tmp->slot[i].info;
939
937 if(tmp->type==SYMPTOM) { 940 if (tmp->type == SYMPTOM)
941 speed_reduce_from_disease =
938 speed_reduce_from_disease = tmp->last_sp / 100.0; 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
939 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
940 }
941 943
942 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
943 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
944 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
945 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
946 */ 948 */
947 if (tmp->type != POTION) { 949 if (tmp->type != POTION)
950 {
948 for (i=0; i<NROFATTACKS; i++) { 951 for (int i = 0; i < NROFATTACKS; i++)
952 {
949 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
950 * a straight MAX, as potion_resist is initialized to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
951 */ 955 */
952 if (tmp->type==POTION_EFFECT) { 956 if (tmp->type == POTION_EFFECT)
957 {
953 if (potion_resist[i]) 958 if (potion_resist[i])
954 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
955 else 960 else
956 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
957 } 962 }
958 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
959 prot[i] += ((100-prot[i])*tmp->resist[i])/100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
960 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
961 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
962 } 967 }
963 } 968 }
964 969
965 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
966 if (tmp->type!=BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
967 op->attacktype|=tmp->attacktype; 973 attacktype |= tmp->attacktype;
968
969 op->path_attuned|=tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
970 op->path_repelled|=tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
971 op->path_denied|=tmp->path_denied; 976 path_denied |= tmp->path_denied;
972 op->stats.luck+=tmp->stats.luck;
973 op->move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
974 978 stats.luck += tmp->stats.luck;
975 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
976 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
977 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
978 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
979 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
980 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
981 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
982
983 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
984 SET_FLAG(op,FLAG_UNDEAD);
985
986 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
987 SET_FLAG(op,FLAG_MAKE_INVIS);
988 op->invisible=1;
989 } 979 }
990 980
991 if(tmp->stats.exp && tmp->type!=SKILL) { 981 flag |= tmp->flag & copy_flags;
992 if(tmp->stats.exp > 0) { 982
993 added_speed+=(float)tmp->stats.exp/3.0; 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
994 bonus_speed+=1.0+(float)tmp->stats.exp/3.0; 984 SET_FLAG (this, FLAG_UNDEAD);
995 } else 985
996 added_speed+=(float)tmp->stats.exp; 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
987 {
988 SET_FLAG (this, FLAG_MAKE_INVIS);
989 invisible = 1;
997 } 990 }
998 991
992 if (tmp->stats.exp && tmp->type != SKILL)
993 {
994 if (tmp->stats.exp > 0)
995 {
996 added_speed += tmp->stats.exp / 3.f;
997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
998 }
999 else
1000 added_speed += tmp->stats.exp;
1001 }
1002
999 switch(tmp->type) { 1003 switch (tmp->type)
1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1000 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1001 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1002 case SKILL: 1016 case SKILL:
1003 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break; 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1019 break;
1004 1020
1005 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1006
1007 if (op->chosen_skill) { 1021 if (chosen_skill)
1022 {
1008 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1009 } 1029 }
1030 else
1010 op->chosen_skill = tmp; 1031 chosen_skill = tmp;
1011 if(tmp->stats.dam>0) { /* skill is a 'weapon' */ 1032
1033 if (tmp->stats.dam > 0)
1034 { /* skill is a 'weapon' */
1012 if(!QUERY_FLAG(op,FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1013 weapon_speed = (int) WEAPON_SPEED(tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1037
1038 if (weapon_speed < 0)
1014 if(weapon_speed<0) weapon_speed = 0; 1039 weapon_speed = 0;
1040
1015 weapon_weight=tmp->weight; 1041 weapon_weight = tmp->weight;
1016 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1043
1044 if (tmp->magic)
1017 if(tmp->magic) op->stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1018 } 1046 }
1047
1019 if(tmp->stats.wc) 1048 if (tmp->stats.wc)
1020 wc-=(tmp->stats.wc+tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1021 1050
1022 if (tmp->slaying!=NULL) 1051 if (tmp->slaying)
1023 op->slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1024 1053
1025 if(tmp->stats.ac) 1054 if (tmp->stats.ac)
1026 ac-=(tmp->stats.ac+tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1056
1027 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1028 op->contr->encumbrance+=(int)3*tmp->weight/1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1029 if (op->type == PLAYER) 1059 }
1030 op->contr->ranges[range_skill] = op; 1060
1031 break; 1061 break;
1032 1062
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: 1063 case SHIELD:
1043 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1044 op->contr->encumbrance+=(int)tmp->weight/2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1045 case RING: 1066 case RING:
1046 case AMULET: 1067 case AMULET:
1047 case GIRDLE: 1068 case GIRDLE:
1048 case HELMET: 1069 case HELMET:
1049 case BOOTS: 1070 case BOOTS:
1050 case GLOVES: 1071 case GLOVES:
1051 case CLOAK: 1072 case CLOAK:
1052 if(tmp->stats.wc) 1073 if (tmp->stats.wc)
1053 wc-=(tmp->stats.wc+tmp->magic); 1074 wc -= tmp->stats.wc + tmp->magic;
1075
1054 if(tmp->stats.dam) 1076 if (tmp->stats.dam)
1055 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1077 stats.dam += tmp->stats.dam + tmp->magic;
1078
1056 if(tmp->stats.ac) 1079 if (tmp->stats.ac)
1057 ac-=(tmp->stats.ac+tmp->magic); 1080 ac -= tmp->stats.ac + tmp->magic;
1081
1058 break; 1082 break;
1059 1083
1084 case BOW:
1060 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1061 wc-=(tmp->stats.wc+tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1089
1062 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1063 ac-=tmp->stats.ac+tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1092
1064 op->stats.dam+=(tmp->stats.dam+tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1065 weapon_weight=tmp->weight; 1094 weapon_weight = tmp->weight;
1066 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1096
1067 if(weapon_speed<0) weapon_speed=0; 1097 if (weapon_speed < 0)
1098 weapon_speed = 0;
1099
1068 op->slaying = tmp->slaying; 1100 slaying = tmp->slaying;
1101
1069 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1070 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1071 * go. 1104 * go.
1072 */ 1105 */
1073 op->current_weapon = tmp; 1106
1107 if (type == PLAYER)
1074 if(settings.spell_encumbrance == TRUE && op->type==PLAYER) 1108 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; 1109 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 } 1110 }
1091 if(tmp->stats.ac) { 1111
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; 1112 break;
1113
1114 case ARMOUR: /* Only the best of these three are used: */
1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 contr->encumbrance += tmp->weight / 1000;
1117
1118 case BRACERS:
1119 case FORCE:
1120 if (tmp->stats.wc)
1121 {
1122 if (best_wc < tmp->stats.wc + tmp->magic)
1123 {
1124 wc += best_wc;
1125 best_wc = tmp->stats.wc + tmp->magic;
1126 }
1127 else
1128 wc += tmp->stats.wc + tmp->magic;
1129 }
1130
1131 if (tmp->stats.ac)
1132 {
1133 if (best_ac < tmp->stats.ac + tmp->magic)
1134 {
1135 ac += best_ac; /* Remove last bonus */
1136 best_ac = tmp->stats.ac + tmp->magic;
1137 }
1138 else /* To nullify the below effect */
1139 ac += tmp->stats.ac + tmp->magic;
1140 }
1141
1142 if (tmp->stats.wc)
1143 wc -= (tmp->stats.wc + tmp->magic);
1144
1145 if (tmp->stats.ac)
1146 ac -= (tmp->stats.ac + tmp->magic);
1147
1148 if (ARMOUR_SPEED (tmp))
1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1150
1151 break;
1104 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1105 } /* item is equipped */ 1153 } /* item is equipped */
1106 } /* for loop of items */ 1154 } /* for loop of items */
1107 1155
1108 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1109 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1110 */ 1158 */
1111 1159
1112 /* 'total resistance = total protections - total vulnerabilities'. 1160 /* 'total resistance = total protections - total vulnerabilities'.
1113 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1114 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1115 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1116 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1117 */ 1165 */
1118 for (i=0; i<NROFATTACKS; i++) { 1166 for (int i = 0; i < NROFATTACKS; i++)
1167 {
1119 op->resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1169
1120 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || 1170 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]; 1171 resist[i] = potion_resist[i];
1172 }
1173
1174 if (type == PLAYER)
1123 } 1175 {
1124 1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1125 /* Figure out the players sp/mana/hp totals. */ 1182 /* Figure out the players sp/mana/hp totals. */
1126 if(op->type==PLAYER) {
1127 int pl_level; 1183 int pl_level;
1128 1184
1129 check_stat_bounds(&(op->stats)); 1185 check_stat_bounds (&(stats));
1130 pl_level=op->level; 1186 pl_level = level;
1131 1187
1188 if (pl_level < 1)
1132 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1133 1190
1134 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1136 */ 1193 */
1137 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) { 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1196 {
1138 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1198
1139 if(i%2 && con_bonus[op->stats.Con]%2) { 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1140 if (con_bonus[op->stats.Con]>0) 1200 if (con_bonus[stats.Con] > 0)
1141 j++; 1201 j++;
1202 else
1203 j--;
1204
1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1206 }
1207
1208 stats.maxhp += 2 * max (0, level - 10);
1209
1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp;
1212
1213 /* Sp gain is controlled by the level of the player's
1214 * relevant experience object (mana_obj, see above)
1215 */
1216 /* following happen when skills system is not used */
1217 if (!mana_obj)
1218 mana_obj = this;
1219
1220 if (!grace_obj)
1221 grace_obj = this;
1222
1223 /* set maxsp */
1224 if (!mana_obj || !mana_obj->level || type != PLAYER)
1225 mana_obj = this;
1226
1227 if (mana_obj == this && type == PLAYER)
1228 stats.maxsp = 1;
1229 else
1230 {
1231 float sp_tmp = 0.f;
1232
1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 {
1235 float stmp;
1236
1237 /* Got some extra bonus at first level */
1238 if (i < 2)
1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1142 else 1240 else
1143 j--; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1242
1243 sp_tmp += max (1.f, stmp);
1144 } 1244 }
1145 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */ 1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1249 /* Characters can get their sp supercharged via rune of transferrance */
1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1251
1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1254 grace_obj = this;
1255
1256 if (grace_obj == this && type == PLAYER)
1257 stats.maxgrace = 1;
1258 else
1146 } 1259 {
1147 1260 /* store grace in a float - this way, the divisions below don't create
1148 for(i=11;i<=op->level;i++) 1261 * big jumps when you go from level to level - with int's, it then
1149 op->stats.maxhp+=2; 1262 * becomes big jumps when the sums of the bonuses jump to the next
1150 1263 * step of 8 - with floats, even fractional ones are useful.
1151 if(op->stats.hp>op->stats.maxhp)
1152 op->stats.hp=op->stats.maxhp;
1153
1154 /* Sp gain is controlled by the level of the player's
1155 * relevant experience object (mana_obj, see above)
1156 */ 1264 */
1157 /* following happen when skills system is not used */
1158 if(!mana_obj) mana_obj = op;
1159 if(!grace_obj) grace_obj = op;
1160 /* set maxsp */
1161 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1162
1163 if (mana_obj == op && op->type == PLAYER) {
1164 op->stats.maxsp = 1;
1165 } else {
1166 sp_tmp=0.0; 1265 float sp_tmp = 0.f;
1167 for(i=1;i<=mana_obj->level&&i<=10;i++) { 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 {
1168 float stmp; 1269 float grace_tmp = 0.f;
1169 1270
1170 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1171 if(i<2) { 1272 if (i < 2)
1172 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] + 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1173 (float)sp_bonus[op->stats.Int])/6.0);
1174 } else { 1274 else
1175 stmp=(float)op->contr->levsp[i] 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1176 +(2.0 * (float)sp_bonus[op->stats.Pow] + 1276
1177 (float)sp_bonus[op->stats.Int])/12.0; 1277 sp_tmp += max (1.f, grace_tmp);
1178 }
1179 if (stmp<1.0) stmp=1.0;
1180 sp_tmp+=stmp;
1181 } 1278 }
1182 op->stats.maxsp=(int)sp_tmp;
1183 1279
1184 for(i=11;i<=mana_obj->level;i++) 1280 /* two grace points per level after 10 */
1185 op->stats.maxsp+=2; 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1282 }
1283
1284 /* No limit on grace vs maxgrace */
1285
1286 if (contr->braced)
1186 } 1287 {
1187 /* Characters can get their sp supercharged via rune of transferrance */ 1288 ac += 2;
1188 if(op->stats.sp>op->stats.maxsp*2) 1289 wc += 4;
1189 op->stats.sp=op->stats.maxsp*2; 1290 }
1190
1191 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1192 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1193
1194 if (grace_obj == op && op->type == PLAYER) {
1195 op->stats.maxgrace = 1;
1196 } else { 1291 else
1197 /* store grace in a float - this way, the divisions below don't create 1292 ac -= dex_bonus[stats.Dex];
1198 * big jumps when you go from level to level - with int's, it then 1293
1199 * becomes big jumps when the sums of the bonuses jump to the next 1294 /* In new exp/skills system, wc bonuses are related to
1200 * step of 8 - with floats, even fractional ones are useful. 1295 * the players level in a relevant exp object (wc_obj)
1296 * not the general player level -b.t.
1297 * I changed this slightly so that wc bonuses are better
1298 * than before. This is to balance out the fact that
1299 * the player no longer gets a personal weapon w/ 1
1300 * improvement every level, now its fighterlevel/5. So
1301 * we give the player a bonus here in wc and dam
1302 * to make up for the change. Note that I left the
1303 * monster bonus the same as before. -b.t.
1304 */
1305 object *wc_obj = chosen_skill;
1306
1307 if (contr && wc_obj && wc_obj->level > 1)
1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1311 for (int i = 1; i < wc_obj->level; i++)
1201 */ 1312 {
1202 sp_tmp=0.0; 1313 /* additional wc every 6 levels */
1203 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) { 1314 if (!(i % 6))
1204 float grace_tmp=0.0;
1205
1206 /* Got some extra bonus at first level */
1207 if(i<2) {
1208 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1209 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1210 } else {
1211 grace_tmp=(float)op->contr->levgrace[i]
1212 +((float)grace_bonus[op->stats.Pow] +
1213 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1214 } 1315 wc--;
1215 if (grace_tmp<1.0) grace_tmp=1.0; 1316
1216 sp_tmp+=grace_tmp; 1317 /* additional dam every 4 levels. */
1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1217 } 1320 }
1218 op->stats.maxgrace=(int)sp_tmp;
1219
1220 /* two grace points per level after 11 */
1221 for(i=11;i<=grace_obj->level;i++)
1222 op->stats.maxgrace+=2;
1223 } 1321 }
1224 /* No limit on grace vs maxgrace */
1225
1226 if(op->contr->braced) {
1227 ac+=2;
1228 wc+=4;
1229 }
1230 else 1322 else
1231 ac-=dex_bonus[op->stats.Dex];
1232
1233 /* In new exp/skills system, wc bonuses are related to
1234 * the players level in a relevant exp object (wc_obj)
1235 * not the general player level -b.t.
1236 * I changed this slightly so that wc bonuses are better
1237 * than before. This is to balance out the fact that
1238 * the player no longer gets a personal weapon w/ 1
1239 * improvement every level, now its fighterlevel/5. So
1240 * we give the player a bonus here in wc and dam
1241 * to make up for the change. Note that I left the
1242 * monster bonus the same as before. -b.t.
1243 */
1244
1245 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1246 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1247 for(i=1;i<wc_obj->level;i++) {
1248 /* addtional wc every 6 levels */
1249 if(!(i%6)) wc--;
1250 /* addtional dam every 4 levels. */
1251 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1252 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1253 }
1254 } else
1255 wc-=(op->level+thaco_bonus[op->stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1256 1324
1257 op->stats.dam+=dam_bonus[op->stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1258 1326
1259 if(op->stats.dam<1) 1327 if (stats.dam < 1)
1260 op->stats.dam=1; 1328 stats.dam = 1;
1261 1329
1262 op->speed=1.0+speed_bonus[op->stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1331
1263 if (settings.search_items && op->contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1264 op->speed -= 1; 1333 speed -= 1;
1334
1265 if (op->attacktype==0) 1335 if (attacktype == 0)
1266 op->attacktype=op->arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1337 } /* End if player */
1267 1338
1268 } /* End if player */
1269
1270 if(added_speed>=0) 1339 if (added_speed >= 0)
1271 op->speed+=added_speed/10.0; 1340 speed += added_speed / 10.f;
1272 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1273 op->speed /= (float)(1.0-added_speed); 1342 speed /= 1.f - added_speed;
1274 1343
1275 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1276 if(op->speed>max) 1345 speed = min (speed, max_speed);
1277 op->speed=max;
1278 1346
1279 if(op->type == PLAYER) { 1347 if (type == PLAYER)
1348 {
1280 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1281 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1282 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1283 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1284 */ 1353 */
1285 f=(op->carrying/1000)-max_carry[op->stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0.f)
1286 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1287 } 1357 }
1288 1358
1289 op->speed+=bonus_speed/10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1290 1361
1291 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1292 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1293 */ 1364 */
1294 op->speed = op->speed * speed_reduce_from_disease; 1365 if (speed < 0.04f && type == PLAYER)
1366 speed = 0.04f;
1295 1367
1296 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01; 1368 if (speed != old_speed)
1369 set_speed (speed);
1297 1370
1298 if(op->type == PLAYER) { 1371 if (type == PLAYER)
1299 float M,W,s,D,K,S,M2; 1372 {
1300
1301 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1302 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1303 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1304 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1305 */ 1377 */
1306 M=(max_carry[op->stats.Str]-121)/121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1307 M2=max_carry[op->stats.Str]/100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1308 W=weapon_weight/20000.0; 1380 float W = weapon_weight / 20000.f;
1309 s=2-weapon_speed/10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1310 D=(op->stats.Dex-14)/14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1311 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1312 K*=(4+op->level)/(float)(6+op->level)*1.2; 1384
1313 if(K<=0) K=0.01; 1385 K *= (4 + level) * 1.2f / (6 + level);
1314 S=op->speed/(K*s); 1386
1315 op->contr->weapon_sp=S; 1387 if (K <= 0.01f)
1388 K = 0.01f;
1389
1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1316 } 1391 }
1392
1317 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1318 if(op->type!=PLAYER&&op->arch!=NULL&& 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1319 op->stats.dam>op->arch->clone.stats.dam*3) 1395 stats.dam = arch->stats.dam * 3;
1320 op->stats.dam=op->arch->clone.stats.dam*3;
1321 1396
1322 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1323 * should be more than enough - remember, AC is also in 8 bits, 1398 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 1399
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, 1400 /* if for some reason the creature doesn't have any move type,
1335 * give them walking as a default. 1401 * give them walking as a default.
1336 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1337 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1338 * one or the other. 1404 * one or the other.
1339 */ 1405 */
1340 if (op->move_type == 0) op->move_type = MOVE_WALK; 1406 if (move_type == 0)
1407 move_type = MOVE_WALK;
1341 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK; 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1409 move_type &= ~MOVE_WALK;
1342 1410
1343 update_ob_speed(op);
1344
1345 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1346 * so we will check that now. 1412 * so we will check that now.
1347 */ 1413 */
1348 if (op->type == PLAYER) esrv_update_spells(op->contr); 1414 if (type == PLAYER)
1415 {
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1349} 1423}
1350 1424
1351/* 1425/*
1352 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1353 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1354 * check if the stat becomes negative, thus this function 1428 * check if the stat becomes negative, thus this function
1355 * merely checks that all stats are 1 or more, and returns 1429 * merely checks that all stats are 1 or more, and returns
1356 * false otherwise. 1430 * false otherwise.
1357 */ 1431 */
1358 1432int
1359int allowed_class(const object *op) { 1433allowed_class (const object *op)
1360 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& 1434{
1361 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& 1435 return op->stats.Dex > 0
1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1362 op->stats.Cha>0; 1441 && op->stats.Cha > 0;
1363} 1442}
1364 1443
1365/* 1444/*
1366 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1367 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1370 * Note that the title is written to 'own_title' in the 1449 * Note that the title is written to 'own_title' in the
1371 * player struct. This should be changed to 'ext_title' 1450 * player struct. This should be changed to 'ext_title'
1372 * as soon as clients support this! 1451 * as soon as clients support this!
1373 * Please, anyone, write support for 'ext_title'. 1452 * Please, anyone, write support for 'ext_title'.
1374 */ 1453 */
1454void
1375void set_dragon_name(object *pl, const object *abil, const object *skin) { 1455set_dragon_name (object *pl, const object *abil, const object *skin)
1456{
1376 int atnr=-1; /* attacknumber of highest level */ 1457 int atnr = -1; /* attacknumber of highest level */
1377 int level=0; /* highest level */ 1458 int level = 0; /* highest level */
1378 int i; 1459 int i;
1379 1460
1380 /* Perhaps do something more clever? */ 1461 /* Perhaps do something more clever? */
1381 if (!abil || !skin) return; 1462 if (!abil || !skin)
1382 1463 return;
1464
1383 /* first, look for the highest level */ 1465 /* first, look for the highest level */
1384 for(i=0; i<NROFATTACKS; i++) { 1466 for (i = 0; i < NROFATTACKS; i++)
1385 if (atnr_is_dragon_enabled(i) && 1467 {
1386 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1468 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1469 {
1387 level = abil->resist[i]; 1470 level = abil->resist[i];
1388 atnr = i; 1471 atnr = i;
1389 } 1472 }
1390 } 1473 }
1391 1474
1392 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1393 or else at random */ 1476 or else at random */
1394 if (atnr_is_dragon_enabled(abil->stats.exp) && 1477 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; 1478 atnr = abil->stats.exp;
1397 1479
1398 level = (int)(level/5.); 1480 level = (int) (level / 25.);
1399 1481
1400 /* now set the new title */ 1482 /* now set the new title */
1401 if (pl->contr != NULL) { 1483 if (pl->contr)
1484 {
1402 if(level == 0) 1485 if (level == 0)
1403 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1404 else if (level == 1) 1487 else if (level == 1)
1405 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1406 else if (level == 2) 1489 else if (level == 2)
1407 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1490 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]);
1408 else if (level == 3) 1491 else if (level == 3)
1409 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1492 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 1493 else
1494 {
1495 /* special titles for extra high resistance! */
1496 if (skin->resist[atnr] > 80)
1497 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1498 else if (skin->resist[atnr] > 50)
1499 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]);
1500 else
1417 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1501 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]);
1418 } 1502 }
1419 } 1503 }
1420 1504
1421 strcpy(pl->contr->own_title, ""); 1505 strcpy (pl->contr->own_title, "");
1422} 1506}
1423 1507
1424/* 1508/*
1425 * This function is called when a dragon-player gains 1509 * This function is called when a dragon-player gains
1426 * an overall level. Here, the dragon might gain new abilities 1510 * an overall level. Here, the dragon might gain new abilities
1427 * or change the ability-focus. 1511 * or change the ability-focus.
1428 */ 1512 */
1513void
1429void dragon_level_gain(object *who) { 1514dragon_level_gain (object *who)
1515{
1430 object *abil = NULL; /* pointer to dragon ability force*/ 1516 object *abil = NULL; /* pointer to dragon ability force */
1431 object *skin = NULL; /* pointer to dragon skin force*/ 1517 object *skin = NULL; /* pointer to dragon skin force */
1432 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1433 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1434 1520
1435 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1436 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1437 if (tmp->type == FORCE) { 1523 if (tmp->type == FORCE)
1438 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1439 abil = tmp; 1525 abil = tmp;
1440 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1441 skin = tmp; 1527 skin = tmp;
1442 } 1528
1443 }
1444 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1445 if (abil == NULL) return; 1530 if (abil == NULL)
1446 1531 return;
1532
1447 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1448 * New abilties can only be gained by surpassing this max level 1534 * New abilties can only be gained by surpassing this max level
1449 */ 1535 */
1450 if (who->level > abil->level) { 1536 if (who->level > abil->level)
1537 {
1451 /* increase our focused ability */ 1538 /* increase our focused ability */
1452 abil->resist[abil->stats.exp]++; 1539 abil->resist[abil->stats.exp]++;
1453
1454 1540
1541
1455 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1542 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1543 {
1456 /* time to hand out a new ability-gift */ 1544 /* time to hand out a new ability-gift */
1457 dragon_ability_gain(who, (int)abil->stats.exp, 1545 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1458 (int)((1+abil->resist[abil->stats.exp])/5.));
1459 } 1546 }
1460 1547
1461 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1548 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1549 {
1462 /* apply new ability focus */ 1550 /* apply new ability focus */
1463 sprintf(buf, "Your metabolism now focuses on %s!", 1551 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); 1552 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1466 1553
1467 abil->stats.exp = abil->last_eat; 1554 abil->stats.exp = abil->last_eat;
1468 abil->last_eat = 0; 1555 abil->last_eat = 0;
1469 } 1556 }
1470 1557
1471 abil->level = who->level; 1558 abil->level = who->level;
1472 } 1559 }
1473 1560
1474 /* last but not least, set the new title for the dragon */ 1561 /* last but not least, set the new title for the dragon */
1475 set_dragon_name(who, abil, skin); 1562 set_dragon_name (who, abil, skin);
1476} 1563}
1477 1564
1478/* Handy function - given the skill name skill_name, we find the skill 1565/* Handy function - given the skill name skill_name, we find the skill
1479 * archetype/object, set appropriate values, and insert it into 1566 * archetype/object, set appropriate values, and insert it into
1480 * the object (op) that is passed. 1567 * the object (op) that is passed.
1481 * We return the skill - this makes it easier for calling functions that 1568 * We return the skill - this makes it easier for calling functions that
1482 * want to do something with it immediately. 1569 * want to do something with it immediately.
1483 */ 1570 */
1571object *
1484object *give_skill_by_name(object *op, const char *skill_name) 1572give_skill_by_name (object *op, const char *skill_name)
1485{ 1573{
1486 object *skill_obj; 1574 object *skill_obj;
1487 1575
1488 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1576 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1489 if (!skill_obj) { 1577 if (!skill_obj)
1578 {
1490 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1491 return NULL; 1580 return NULL;
1492 } 1581 }
1582
1493 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1494 * still doesn't know it. 1584 * still doesn't know it.
1495 */ 1585 */
1496 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1497 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1498 skill_obj->level = 1; 1588 skill_obj->level = 1;
1499 insert_ob_in_ob(skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1500 if (op->contr) { 1590
1591 if (player *pl = op->contr)
1592 {
1501 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1502 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1503 } 1596 }
1597
1504 return skill_obj; 1598 return skill_obj;
1505} 1599}
1506
1507 1600
1508/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1509 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1510 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1511 * don't really gain levels 1604 * don't really gain levels
1512 * who is the player, op is what we are checking to gain the level 1605 * who is the player, op is what we are checking to gain the level
1513 * (eg, skill) 1606 * (eg, skill)
1514 */ 1607 */
1608void
1515void player_lvl_adj(object *who, object *op) { 1609player_lvl_adj (object *who, object *op)
1610{
1516 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1517 1612 bool changed = false;
1613
1518 if(!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1519 op = who; 1615 op = who;
1520 1616
1521 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1618 {
1619 changed = true;
1620
1522 op->level++; 1621 op->level++;
1523 1622
1524 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1525 dragon_level_gain(who); 1624 dragon_level_gain (who);
1526 1625
1527 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1528 if(op==who && (who->level < 11) && who->type==PLAYER) { 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1628 {
1529 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1530 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1531 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1632 }
1633
1634 if (op->level > 1)
1532 } 1635 {
1533
1534 fix_player(who);
1535 if(op->level>1) {
1536 if (op->type!=PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1537 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1538 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1539 sprintf(buf,"You are now level %d.",op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1540 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1541 } 1645 }
1542 player_lvl_adj(who,op); /* To increase more levels */ 1646
1543 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1647 if (who)
1544 op->level--;
1545 fix_player(who);
1546 if(op->type!=PLAYER) {
1547 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1548 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 }
1650 }
1651
1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 {
1654 changed = true;
1655
1656 op->level--;
1657
1658 if (op->type != PLAYER)
1549 } 1659 {
1550 player_lvl_adj(who,op); /* To decrease more levels */ 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1662 }
1663 }
1664
1665 if (changed)
1551 } 1666 {
1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1552 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1553 esrv_update_spells(who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1554} 1672}
1555 1673
1556/* 1674/*
1557 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1558 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1559 */ 1677 */
1560 1678
1679sint64
1561sint64 level_exp(int level,double expmul) { 1680level_exp (int level, double expmul)
1681{
1562 if (level > settings.max_level) 1682 if (level > settings.max_level)
1563 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1564 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1565} 1686}
1566 1687
1567/* 1688/*
1568 * Ensure that the permanent experience requirements in an exp object are met. 1689 * Ensure that the permanent experience requirements in an exp object are met.
1569 * This really just checks 'op to make sure the perm_exp value is within 1690 * This really just checks 'op to make sure the perm_exp value is within
1570 * proper range. Note that the checking of what is passed through 1691 * 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, 1692 * 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. 1693 * this can now work on a much larger set of objects.
1573 */ 1694 */
1695void
1574void calc_perm_exp(object *op) 1696calc_perm_exp (object *op)
1575{ 1697{
1576 int p_exp_min; 1698 int p_exp_min;
1577 1699
1578 /* Ensure that our permanent experience minimum is met. 1700 /* Ensure that our permanent experience minimum is met.
1579 * permenent_exp_ratio is an integer percentage, we divide by 100 1701 * permenent_exp_ratio is an integer percentage, we divide by 100
1580 * to get the fraction */ 1702 * to get the fraction */
1581 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1703 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1582 1704
1583 if (op->perm_exp < p_exp_min) 1705 if (op->perm_exp < p_exp_min)
1584 op->perm_exp = p_exp_min; 1706 op->perm_exp = p_exp_min;
1585 1707
1586 /* Cap permanent experience. */ 1708 /* Cap permanent experience. */
1587 if (op->perm_exp < 0) 1709 if (op->perm_exp < 0)
1588 op->perm_exp = 0; 1710 op->perm_exp = 0;
1589 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1711 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1590 op->perm_exp = MAX_EXPERIENCE; 1712 op->perm_exp = MAX_EXPERIENCE;
1591} 1713}
1592
1593 1714
1594/* Add experience to a player - exp should only be positive. 1715/* Add experience to a player - exp should only be positive.
1595 * Updates permanent exp for the skill we are adding to. 1716 * Updates permanent exp for the skill we are adding to.
1596 * skill_name is the skill to add exp to. Skill name can be 1717 * skill_name is the skill to add exp to. Skill name can be
1597 * NULL, in which case exp increases the players general 1718 * NULL, in which case exp increases the players general
1598 * total, but not any particular skill. 1719 * total, but not any particular skill.
1599 * flag is what to do if the player doesn't have the skill: 1720 * flag is what to do if the player doesn't have the skill:
1600 */ 1721 */
1601 1722static void
1602static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1723add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1603{ 1724{
1604 object *skill_obj = NULL; 1725 object *skill_obj = NULL;
1605 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1606 int i; 1727 int i;
1607 1728
1608 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1609 if (op->contr->braced) 1730 if (op->contr->braced)
1610 exp = exp / 5; 1731 exp /= 5;
1611 1732
1612 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1613 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1614 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1615 * the players inventory. 1736 * the players inventory.
1616 */ 1737 */
1617 if (skill_name) 1738 if (skill_name)
1618 { 1739 {
1619 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1620 !strcmp (skill_name, op->chosen_skill->skill))
1621 skill_obj = op->chosen_skill; 1741 skill_obj = op->chosen_skill;
1622 else 1742 else
1623 { 1743 {
1624 for (i = 0; i < NUM_SKILLS; i++) 1744 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)) 1745 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1627 { 1746 {
1628 skill_obj = op->contr->last_skill_ob[i]; 1747 skill_obj = op->contr->last_skill_ob[i];
1629 break; 1748 break;
1630 } 1749 }
1631 1750
1650 exp_to_add = exp; 1769 exp_to_add = exp;
1651 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1770 limit = (levels[op->level + 1] - levels[op->level]) / 2;
1652 if (exp_to_add > limit) 1771 if (exp_to_add > limit)
1653 exp_to_add = limit; 1772 exp_to_add = limit;
1654 1773
1655 ADD_EXP (op->stats.exp, 1774 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) 1775 if (settings.permanent_exp_ratio)
1659 { 1776 {
1660 ADD_EXP (op->perm_exp, 1777 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1661 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1662 (skill_obj ? skill_obj->expmul : 1)));
1663 calc_perm_exp (op); 1778 calc_perm_exp (op);
1664 } 1779 }
1665 1780
1666 player_lvl_adj (op, NULL); 1781 player_lvl_adj (op, NULL);
1667 } 1782 }
1674 exp_to_add = limit; 1789 exp_to_add = limit;
1675 1790
1676 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1791 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1677 if (settings.permanent_exp_ratio) 1792 if (settings.permanent_exp_ratio)
1678 { 1793 {
1679 skill_obj->perm_exp +=
1680 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1794 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1681 calc_perm_exp (skill_obj); 1795 calc_perm_exp (skill_obj);
1682 } 1796 }
1683 1797
1684 player_lvl_adj (op, skill_obj); 1798 player_lvl_adj (op, skill_obj);
1685 } 1799 }
1691 * adjustments based on permanent exp and the like. 1805 * adjustments based on permanent exp and the like.
1692 * This function should always be used for losing experience - 1806 * This function should always be used for losing experience -
1693 * the 'exp' value passed should be positive - this is the 1807 * the 'exp' value passed should be positive - this is the
1694 * amount that should get subtract from the player. 1808 * amount that should get subtract from the player.
1695 */ 1809 */
1810sint64
1696sint64 check_exp_loss(const object *op, sint64 exp) 1811check_exp_loss (const object *op, sint64 exp)
1697{ 1812{
1698 sint64 del_exp; 1813 sint64 del_exp;
1699 1814
1700 if (exp > op->stats.exp) exp = op->stats.exp; 1815 if (exp > op->stats.exp)
1816 exp = op->stats.exp;
1701 if (settings.permanent_exp_ratio) { 1817 if (settings.permanent_exp_ratio)
1818 {
1702 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1819 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1703 if (del_exp < 0) del_exp = 0; 1820 if (del_exp < 0)
1821 del_exp = 0;
1704 if (exp > del_exp) exp=del_exp; 1822 if (exp > del_exp)
1823 exp = del_exp;
1705 } 1824 }
1706 return exp; 1825 return exp;
1707} 1826}
1708 1827
1828sint64
1709sint64 check_exp_adjust(const object *op, sint64 exp) 1829check_exp_adjust (const object *op, sint64 exp)
1710{ 1830{
1831 if (exp < 0)
1711 if (exp<0) return check_exp_loss(op, exp); 1832 return check_exp_loss (op, exp);
1833 else
1712 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1834 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1713} 1835}
1714 1836
1715 1837
1716/* Subtracts experience from player. 1838/* Subtracts experience from player.
1717 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1839 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1723 * as much as listed. Eg, if player has gotten reduced to the point 1845 * as much as listed. Eg, if player has gotten reduced to the point
1724 * where everything is at the minimum perm exp, he would lose nothing. 1846 * where everything is at the minimum perm exp, he would lose nothing.
1725 * exp is the amount of exp to subtract - thus, it should be 1847 * exp is the amount of exp to subtract - thus, it should be
1726 * a postive number. 1848 * a postive number.
1727 */ 1849 */
1850static void
1728static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1851subtract_player_exp (object *op, sint64 exp, const char *skill, int flag)
1729{ 1852{
1730 float fraction = (float) exp/(float) op->stats.exp; 1853 float fraction = (float) exp / (float) op->stats.exp;
1731 object *tmp; 1854 object *tmp;
1732 sint64 del_exp; 1855 sint64 del_exp;
1733 1856
1734 for(tmp=op->inv;tmp;tmp=tmp->below) 1857 for (tmp = op->inv; tmp; tmp = tmp->below)
1735 if(tmp->type==SKILL && tmp->stats.exp) { 1858 if (tmp->type == SKILL && tmp->stats.exp)
1859 {
1736 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1860 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill))
1861 {
1737 del_exp = check_exp_loss(tmp, exp); 1862 del_exp = check_exp_loss (tmp, exp);
1738 tmp->stats.exp -= del_exp; 1863 tmp->stats.exp -= del_exp;
1739 player_lvl_adj(op, tmp); 1864 player_lvl_adj (op, tmp);
1865 }
1740 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1866 else if (flag != SK_SUBTRACT_SKILL_EXP)
1867 {
1741 /* only want to process other skills if we are not trying 1868 /* only want to process other skills if we are not trying
1742 * to match a specific skill. 1869 * to match a specific skill.
1743 */ 1870 */
1744 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1745 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1746 player_lvl_adj(op, tmp); 1873 player_lvl_adj (op, tmp);
1747 } 1874 }
1748 } 1875 }
1876
1749 if (flag != SK_SUBTRACT_SKILL_EXP) { 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1878 {
1750 del_exp = check_exp_loss(op, exp); 1879 del_exp = check_exp_loss (op, exp);
1751 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1752 player_lvl_adj(op,NULL); 1881 player_lvl_adj (op, NULL);
1753 } 1882 }
1754} 1883}
1755
1756
1757 1884
1758/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1759 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1760 * 1887 *
1761 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1762 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1763 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1764 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1765 * these last two values are only used for players. 1892 * these last two values are only used for players.
1766 */ 1893 */
1767 1894void
1768void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1769 1896{
1770#ifdef EXP_DEBUG 1897#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); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1775#endif 1899#endif
1776#endif
1777 1900
1778 /* safety */ 1901 /* safety */
1779 if(!op) { 1902 if (!op)
1903 {
1780 LOG(llevError,"change_exp() called for null object!\n"); 1904 LOG (llevError, "change_exp() called for null object!\n");
1781 return; 1905 return;
1782 } 1906 }
1783 1907
1784 /* if no change in exp, just return - most of the below code 1908 /* if no change in exp, just return - most of the below code
1785 * won't do anything if the value is 0 anyways. 1909 * won't do anything if the value is 0 anyways.
1786 */ 1910 */
1787 if (exp == 0) return; 1911 if (exp == 0)
1912 return;
1788 1913
1789 /* Monsters are easy - we just adjust their exp - we 1914 /* Monsters are easy - we just adjust their exp - we
1790 * don't adjust level, since in most cases it is unrelated to 1915 * don't adjust level, since in most cases it is unrelated to
1791 * the exp they have - the monsters exp represents what its 1916 * the exp they have - the monsters exp represents what its
1792 * worth. 1917 * worth.
1793 */ 1918 */
1794 if(op->type != PLAYER) { 1919 if (op->type != PLAYER)
1920 {
1795 /* Sanity check */ 1921 /* Sanity check */
1796 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1922 if (!QUERY_FLAG (op, FLAG_ALIVE))
1923 return;
1797 1924
1798 /* reset exp to max allowed value. We subtract from 1925 /* reset exp to max allowed value. We subtract from
1799 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1926 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1800 * more than max exp, just return. 1927 * more than max exp, just return.
1928 */
1929 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1930 {
1931 exp = MAX_EXPERIENCE - op->stats.exp;
1932 if (exp < 0)
1933 return;
1934 }
1935
1936 op->stats.exp += exp;
1937 }
1938 else
1939 { /* Players only */
1940 if (exp > 0)
1941 add_player_exp (op, exp, skill_name, flag);
1942 else
1943 /* note that when you lose exp, it doesn't go against
1944 * a particular skill, so we don't need to pass that
1945 * along.
1801 */ 1946 */
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); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
1818
1819 } 1948 }
1820} 1949}
1821 1950
1822/* Applies a death penalty experience, the size of this is defined by the 1951/* Applies a death penalty experience, the size of this is defined by the
1823 * settings death_penalty_percentage and death_penalty_levels, and by the 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
1824 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
1825 */ 1954 */
1826 1955void
1827void apply_death_exp_penalty(object *op) { 1956apply_death_exp_penalty (object *op)
1957{
1828 object *tmp; 1958 object *tmp;
1829 sint64 loss; 1959 sint64 loss;
1830 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1960 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1831 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1961 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1832 1962
1833 for(tmp=op->inv;tmp;tmp=tmp->below) 1963 for (tmp = op->inv; tmp; tmp = tmp->below)
1834 if(tmp->type==SKILL && tmp->stats.exp) { 1964 if (tmp->type == SKILL && tmp->stats.exp)
1965 {
1835 1966
1836 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1967 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)]; 1968 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1838 1969
1839 /* With the revised exp system, you can get cases where 1970 /* With the revised exp system, you can get cases where
1840 * losing several levels would still require that you have more 1971 * losing several levels would still require that you have more
1841 * exp than you currently have - this is true if the levels 1972 * exp than you currently have - this is true if the levels
1842 * tables is a lot harder. 1973 * tables is a lot harder.
1843 */ 1974 */
1844 if (level_loss < 0) level_loss = 0; 1975 if (level_loss < 0)
1976 level_loss = 0;
1845 1977
1846 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1978 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
1847 1979
1848 tmp->stats.exp -= loss; 1980 tmp->stats.exp -= loss;
1849 player_lvl_adj(op,tmp); 1981 player_lvl_adj (op, tmp);
1850 } 1982 }
1851 1983
1852 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1984 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)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1854 if (level_loss < 0) level_loss = 0; 1986
1987 if (level_loss < 0)
1988 level_loss = 0;
1855 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1856 1990
1857 op->stats.exp -= loss; 1991 op->stats.exp -= loss;
1858 player_lvl_adj(op,NULL); 1992 player_lvl_adj (op, NULL);
1859} 1993}
1860 1994
1861/* This function takes an object (monster/player, op), and 1995/* This function takes an object (monster/player, op), and
1862 * determines if it makes a basic save throw by looking at the 1996 * determines if it makes a basic save throw by looking at the
1863 * save_throw table. level is the effective level to make 1997 * save_throw table. level is the effective level to make
1864 * the save at, and bonus is any plus/bonus (typically based on 1998 * the save at, and bonus is any plus/bonus (typically based on
1865 * resistance to particular attacktype. 1999 * resistance to particular attacktype.
1866 * Returns 1 if op makes his save, 0 if he failed 2000 * Returns 1 if op makes his save, 0 if he failed
1867 */ 2001 */
2002int
1868int did_make_save(const object *op, int level, int bonus) 2003did_make_save (const object *op, int level, int bonus)
1869{ 2004{
1870 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 2005 if (level > MAX_SAVE_LEVEL)
2006 level = MAX_SAVE_LEVEL;
1871 2007
1872 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2008 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1873 return 0;
1874 return 1; 2009 return 0;
2010
2011 return 1;
1875} 2012}
1876

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