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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29#include <global.h> 26#include <global.h>
30#include <funcpoint.h>
31 27
32/* Handy little macro that adds exp and keeps it within bounds. Since 28/* 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 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 31 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 32#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 33
38static const int con_bonus[MAX_STAT + 1]={ 34static 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, 35 -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 36 22, 25, 30, 40, 50
41}; 37};
42 38
43/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 41 * advancement. -b.t.
46 */ 42 */
47static const int sp_bonus[MAX_STAT + 1]={ 43static 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, 44 -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 45 30, 40, 50, 70, 100
50}; 46};
51 47
52static const int grace_bonus[MAX_STAT +1] = { 48static 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, 49 -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 50 30, 40, 50, 70, 100
55}; 51};
56 52
57/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
60 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
61 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
62 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
63 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
64 * to 1 should not be used. 60 * to 1 should not be used.
65 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
66 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
67 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
68 * at .667 64 * at .667
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 66 * it is 1-diff
71 */ 67 */
72 68
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 69const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 70 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 71 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 72 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 73 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 74 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 75 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 76};
81 77
82const int dex_bonus[MAX_STAT + 1]={ 78const 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 79 -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}; 80};
85 81
86/* speed_bonus uses dex as its stat */ 82/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 83const 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, 84 -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, 85 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 86 1.6, 1.8, 2.0, 2.5, 3.0
91}; 87};
92 88
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 89/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 90 * strength.
95 */ 91 */
96const int dam_bonus[MAX_STAT + 1]={ 92const 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 93 -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}; 94};
99 95
100const int thaco_bonus[MAX_STAT + 1]={ 96const 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 97 -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}; 98};
103 99
104/* Max you can carry before you start getting extra speed penalties */ 100/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 101const 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, 102 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 103 301, 326, 352, 400, 450, 500, 600, 1000
108}; 104};
109 105
110/* weight_limit - the absolute most a character can carry - a character can't 106/* 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. 107 * 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 108 * 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 109 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 110 * before, you need to start someplace.
115 */ 111 */
116 112
117const uint32 weight_limit[MAX_STAT+ 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 114 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
125}; 121};
126 122
127const int learn_spell[MAX_STAT + 1]={ 123const 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, 124 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,
129 100,100,100,100,100,100 125 100, 100, 100, 100, 100, 100
130}; 126};
131 127
132const int cleric_chance[MAX_STAT + 1]={ 128const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 129 100, 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}; 130};
135 131
136const int turn_bonus[MAX_STAT + 1]={ 132const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 133 -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}; 134};
139 135
140const int fear_bonus[MAX_STAT + 1]={ 136const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 137 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}; 138};
143 139
144/* 140/*
145 Since this is nowhere defined ... 141 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
147*/ 143*/
148 144
149#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
150 146
151/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
155 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
156 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
157 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
158 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
159 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
160 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
161 * line with progression of previous levels, so 157 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
163 * -b.t. 159 * -b.t.
164 */ 160 */
165 161
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 163
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,
353 * make this macro to clean those up. Not usuable outside change_abil 262 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 263 * function since some of the values passed to new_draw_info are hardcoded.
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)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 283{
284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
373 char message[MAX_BUF]; 286 char message[MAX_BUF];
374 int potion_max=0; 287 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381 288
289 // keep some stats for comparison purposes
290 object::flags_t prev_flag = op->flag;
291 MoveType prev_move_type = op->move_type;
292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295
382 if(op->type==PLAYER) { 296 if (op->type == PLAYER)
297 {
383 if (tmp->type==POTION) { 298 if (tmp->type == POTION)
299 {
384 potion_max=1; 300 potion_max = 1;
301
385 for(j=0;j<NUM_STATS;j++) { 302 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 303 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 304 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 305 int i = tmp->stats.stat (j);
390 306
391 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 308 int nstat = flag * i + ostat;
393 309
394 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
395 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
397 * to allow for that. 312 * to allow for that.
398 */ 313 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 316 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 317 nstat = 20 + op->arch->stats.stat (j);
318
319 if (nstat != ostat)
320 {
321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0;
402 } 323 }
403 if (nstat != ostat) { 324 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 325 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 327 potion_max = 1;
410 } 328 }
411 } 329 }
330
412 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 333 * recalculates this anyway.
415 */ 334 */
416 for(j=0;j<NUM_STATS;j++) 335 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
418 check_stat_bounds(&(op->stats)); 338 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 339 } /* end of potion handling code */
420 } 340 }
421 341
422 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 343 * everything to set
424 */ 344 */
425 if(flag == -1) { 345 if (flag == -1)
346 {
426 op->attacktype&=~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 352 * and not the other move_ fields.
432 */ 353 */
433 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
434 } 355 }
435 356
436 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
439 */ 360 */
440 fix_player(op); 361 op->update_stats ();
441 362
442 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 364 * print out message if this is a bow.
444 */ 365 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
367 {
446 success=1; 368 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red."); 370 }
371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 373 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1; 374 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore."); 376 }
377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 379 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1; 380 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away."); 382 }
383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 385 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1; 386 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 388 }
389
465 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 394 * from fly high)
470 */ 395 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 396 if (tmp->move_type && op->move_type != prev_move_type)
397 {
472 success=1; 398 success = 1;
473 399
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
476 */ 402 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
479 } 406 }
480 407
481 if (tmp->move_type & MOVE_FLY_HIGH) { 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 {
482 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 411 * in that case, you don't actually land
484 */ 412 */
485 DIFF_MSG(flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 415 }
416
489 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491
492 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op);
494 } 419 }
495 420
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 422 * originally undead may change their status
498 */ 423 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
426 {
501 success=1; 427 success = 1;
502 if(flag>0) { 428 if (flag > 0)
429 {
503 op->race = "undead"; 430 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
432 }
505 } else { 433 else
434 {
506 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
437 }
438 }
439
440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
441 {
442 success = 1;
443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
444 }
445
446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
447 {
448 success = 1;
449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
450 }
451
452 /* blinded you can tell if more blinded since blinded player has minimal
453 * vision
454 */
455 if (tmp->flag [FLAG_BLIND])
456 {
457 success = 1;
458 if (flag > 0)
459 {
460 if (op->flag [FLAG_WIZ])
461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
462 else
463 {
464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
465 op->set_flag (FLAG_BLIND);
466 if (op->type == PLAYER)
467 op->contr->do_los = 1;
508 } 468 }
509 } 469 }
510 470 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 471 {
512 success=1; 472 if (op->flag [FLAG_WIZ])
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 474 else
475 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
530 if(op->type==PLAYER) 478 if (op->type == PLAYER)
531 op->contr->do_los=1; 479 op->contr->do_los = 1;
532 } 480 }
533 } else { 481 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 482 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 483
484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
485 {
486 success = 1;
487 if (op->type == PLAYER)
488 op->contr->do_los = 1;
489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
490 }
491
492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
493 {
494 success = 1;
495 if (flag > 0)
496 {
497 if (op->flag [FLAG_WIZ])
498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 499 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 500 {
538 CLEAR_FLAG(op,FLAG_BLIND); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 502 if (op->type == PLAYER)
540 op->contr->do_los=1; 503 op->contr->do_los = 1;
541 } 504 }
542 } 505 }
543 } 506 else
544 507 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 508 if (op->flag [FLAG_WIZ])
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 510 else
511 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 513 if (op->type == PLAYER)
560 op->contr->do_los=1; 514 op->contr->do_los = 1;
561 } 515 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 } 516 }
570 }
571 } 517 }
572 518
573 if(tmp->stats.luck) { 519 if (tmp->stats.luck)
520 {
574 success=1; 521 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
523 }
524
525 if (digest_types [tmp->type])
576 } 526 {
577
578 if(tmp->stats.hp && op->type==PLAYER) { 527 if (tmp->stats.hp && op->type == PLAYER)
528 {
579 success=1; 529 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!"); 531 }
582 }
583 532
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 533 if (tmp->stats.sp && op->type == PLAYER
534 && tmp->type != SKILL && tmp->type != BOW)
535 {
585 success=1; 536 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane."); 538 }
588 }
589 539
590 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 541 if (tmp->stats.grace && op->type == PLAYER)
542 {
592 success=1; 543 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy."); 545 }
595 }
596 546
597 if(tmp->stats.food && op->type==PLAYER) { 547 if (tmp->stats.food && op->type == PLAYER)
548 {
598 success=1; 549 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up."); 551 }
601 } 552 }
602 553
603 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 555 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 556 {
557 if (i == ATNR_PHYSICAL)
558 continue; /* Don't display about armour */
559
607 if (op->resist[i] != refop.resist[i]) { 560 if (op->resist [i] != prev_resist [i])
561 {
608 success=1; 562 success = 1;
563
609 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
611 change_resist_msg[i], op->resist[i]);
612 else 566 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 568
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
570 }
571 }
572
573 if (!potion_max)
574 for (int j = 0; j < NUM_STATS; j++)
575 if (int i = tmp->stats.stat (j))
617 } 576 {
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1; 577 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 579 }
626 } 580
627 }
628 return success; 581 return success;
629} 582}
630 583
631/* 584/*
632 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 587 */
635 588void
636void drain_stat(object *op) { 589object::drain_stat ()
590{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
638} 592}
639 593
594void
640void drain_specific_stat(object *op, int deplete_stats) { 595object::drain_specific_stat (int deplete_stats)
596{
641 object *tmp; 597 object *tmp;
642 archetype *at; 598 archetype *at;
643 599
644 at = find_archetype(ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
645 if (!at) { 601 if (!at)
602 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 604 return;
605 }
648 } else { 606 else
607 {
649 tmp = present_arch_in_ob(at, op); 608 tmp = present_arch_in_ob (at, this);
609
650 if (!tmp) { 610 if (!tmp)
651 tmp = arch_to_object(at); 611 {
612 tmp = at->instance ();
652 tmp = insert_ob_in_ob(tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
654 } 615 }
655 } 616 }
656 617
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 620 update_stats ();
660} 621}
661 622
662/* 623/*
663 * 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.
664 * via an applied bad_luck object. 625 * via an applied bad_luck object.
665 */ 626 */
666 627void
667void change_luck(object *op, int value) { 628object::change_luck (int value)
668 object *tmp; 629{
669 archetype *at; 630 archetype *at = archetype::find (shstr_luck);
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 631 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 633 else
634 {
676 tmp = present_arch_in_ob(at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
677 if (!tmp) { 637 if (!tmp)
638 {
639 if (!value)
640 return;
641
642 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this);
644 tmp->set_flag (FLAG_APPLIED);
645 }
646
678 if (!value) 647 if (value)
679 return; 648 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* 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
686 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 651 * in op itself).
688 */ 652 */
689 new_luck = tmp->stats.luck+value; 653 int new_luck = tmp->stats.luck + value;
654
690 if (new_luck >= -100 && new_luck <= 100) { 655 if (new_luck >= -100 && new_luck <= 100)
656 {
691 op->stats.luck+=value; 657 stats.luck += value;
692 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
659 }
693 } 660 }
694 } else { 661 else
662 {
695 if (!tmp->stats.luck) { 663 if (!tmp->stats.luck)
696 return; 664 return;
697 } 665
698 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
700 */ 668 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
670 {
702 int diff = tmp->stats.luck>0?-1:1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
672
703 op->stats.luck += diff; 673 stats.luck += diff;
704 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
675 }
705 } 676 }
706 }
707 } 677 }
708} 678}
709 679
710/* 680/*
711 * 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.
712 */ 682 */
713 683void
714void remove_statbonus(object *op) { 684object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 685{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 686 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 687 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 688 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 689 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 690 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 691 }
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729} 692}
730 693
731/* 694/*
732 * 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.
733 */ 696 */
734 697void
735void add_statbonus(object *op) { 698object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 699{
737 op->stats.Dex += op->arch->clone.stats.Dex; 700 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 701 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 702 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 703 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 704 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 705 }
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
751 721
752/* 722/*
753 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 726 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 727 * and then adjusts them according to what the player has equipped.
758 */ 728 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 729 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
761 */ 731 */
762 732void
763void fix_player(object *op) { 733object::update_stats ()
764 int i,j; 734{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
770 743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
745
771 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 747 if (type == PLAYER)
748 {
749 contr->delayed_update = false;
750
773 for(i=0;i<NUM_STATS;i++) { 751 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
775 } 753
776 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 755 contr->encumbrance = 0;
778 756
779 op->attacktype=0; 757 attacktype = 0;
758
780 op->contr->digestion = 0; 759 contr->digestion = 0;
781 op->contr->gen_hp = 0; 760 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 761 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 762 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 764 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 765 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 766
767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
769
798 op->slaying = 0; 770 slaying = 0;
799 771
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 772 if (!this->flag [FLAG_WIZ])
801 CLEAR_FLAG(op, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
803 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
804 777
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 781
817 op->path_attuned=op->arch->clone.path_attuned; 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL;
823 786
787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
792
824 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
825 * archetype clone 794 * archetype clone
795 */
796 memcpy (&resist, &arch->resist, sizeof (resist));
797
798 for (int i = 0; i < NROFATTACKS; i++)
799 {
800 if (resist[i] > 0)
801 prot[i] = resist[i], vuln[i] = 0;
802 else
803 vuln[i] = -resist[i], prot[i] = 0;
804
805 potion_resist[i] = -1000;
806 }
807
808 wc = arch->stats.wc;
809 stats.dam = arch->stats.dam;
810
811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
812 * plus a small amount of physical resist, those poor suckers. ;)
813 * the fact that maxlevel is factored in could be considered sort of bogus -
814 * we should probably give them some bonus and cap it off - otherwise,
815 * basically, if a server updates its max level, these playes may find
816 * that their protection from physical goes down
817 */
818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
819 {
820 ac = max (-10, arch->stats.ac - level / 3);
821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
822 }
823 else
824 ac = arch->stats.ac;
825
826 stats.luck = arch->stats.luck;
827 speed = arch->speed;
828
829 chosen_skill = 0;
830
831 /* OK - we've reset most all the objects attributes to sane values.
832 * now go through and make adjustments for what the player has equipped.
833 */
834 for (tmp = inv; tmp; tmp = tmp->below)
835 {
836 /* This happens because apply_potion calls change_abil with the potion
837 * applied so we can tell the player what changed. But change_abil
838 * then calls this function.
826 */ 839 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
841 continue;
842
843 glow_radius += tmp->glow_radius;
844
845 /* For some things, we don't care what is equipped */
846 if (tmp->type == SKILL)
847 {
848 /* Want to take the highest skill here. */
849 if (IS_MANA_SKILL (tmp->subtype))
850 {
851 if (!mana_obj)
852 mana_obj = tmp;
853 else if (tmp->level > mana_obj->level)
854 mana_obj = tmp;
855 }
856
857 if (IS_GRACE_SKILL (tmp->subtype))
858 {
859 if (!grace_obj)
860 grace_obj = tmp;
861 else if (tmp->level > grace_obj->level)
862 grace_obj = tmp;
863 }
864 }
865
866 /* Container objects are not meant to adjust players, but other applied
867 * objects need to make adjustments.
868 * This block should handle all player specific changes
869 * The check for Praying is a bit of a hack - god given bonuses are put
870 * in the praying skill, and the player should always get those.
871 * It also means we need to put in additional checks for applied below,
872 * because the skill shouldn't count against body positions being used
873 * up, etc.
874 */
875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON
878 && tmp->type != SPELL)
879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
880 {
881 if (type == PLAYER)
882 {
883 contr->item_power += tmp->item_power;
884
885 for (int i = 0; i < NUM_STATS; i++)
886 stat_sum [i] += tmp->stats.stat (i);
887
888 if (digest_types [tmp->type])
889 {
890 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
893 contr->gen_sp += tmp->stats.sp;
894 contr->gen_grace += tmp->stats.grace;
895 contr->gen_sp_armour += tmp->gen_sp_armour;
896 }
897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
903
904 /* Update slots used for items */
905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
911
912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
913 * (Negative protections are calculated exactly like positive.)
914 * Resistance from potions are treated special as well. If there's
915 * more than one potion-effect, the bigger prot.-value is taken.
916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
929 {
930 attacktype |= tmp->attacktype;
931 path_attuned |= tmp->path_attuned;
932 path_repelled |= tmp->path_repelled;
933 path_denied |= tmp->path_denied;
934 move_type |= tmp->move_type;
935 stats.luck += tmp->stats.luck;
936 }
937
938 flag |= tmp->flag & copy_flags;
939
940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
941 this->set_flag (FLAG_UNDEAD);
942
943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
945 {
946 set_flag (FLAG_MAKE_INVIS);
947 invisible = 1;
948 }
949
950 if (tmp->stats.exp && tmp->type != SKILL)
951 {
952 if (tmp->stats.exp > 0)
953 {
954 added_speed += tmp->stats.exp / 3.f;
955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
956 }
957 else
958 added_speed += tmp->stats.exp;
959 }
960
961 switch (tmp->type)
962 {
963 case SKILL:
964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 break;
968
969 if (chosen_skill)
970 {
971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
979 chosen_skill = tmp;
980
981 if (tmp->stats.dam > 0)
982 { /* skill is a 'weapon' */
983 if (!this->flag [FLAG_READY_WEAPON])
984 weapon_speed = max (0, WEAPON_SPEED (tmp));
985
986 weapon_weight = tmp->weight;
987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
988
989 if (tmp->magic)
990 stats.dam += tmp->magic;
991 }
992
993 if (tmp->stats.wc)
994 wc -= tmp->stats.wc + tmp->magic;
995
996 if (tmp->slaying)
997 slaying = tmp->slaying;
998
999 if (tmp->stats.ac)
1000 ac -= tmp->stats.ac + tmp->magic;
1001
1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1004 }
1005
1006 break;
1007
1008 case SHIELD:
1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1012 case RING:
1013 case AMULET:
1014 case GIRDLE:
1015 case HELMET:
1016 case BOOTS:
1017 case GLOVES:
1018 case CLOAK:
1019 if (tmp->stats.wc)
1020 wc -= tmp->stats.wc + tmp->magic;
1021
1022 if (tmp->stats.dam)
1023 stats.dam += tmp->stats.dam + tmp->magic;
1024
1025 if (tmp->stats.ac)
1026 ac -= tmp->stats.ac + tmp->magic;
1027
1028 break;
1029
1030 case RANGED:
1031 case BOW:
1032 case WEAPON:
1033 wc -= tmp->stats.wc + tmp->magic;
1034
1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1036 ac -= tmp->stats.ac + tmp->magic;
1037
1038 stats.dam += tmp->stats.dam + tmp->magic;
1039 weapon_weight = tmp->weight;
1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1041
1042 if (weapon_speed < 0)
1043 weapon_speed = 0;
1044
1045 slaying = tmp->slaying;
1046
1047 /* If there is desire that two handed weapons should do
1048 * extra strength damage, this is where the code should
1049 * go.
1050 */
1051
1052 if (type == PLAYER)
1053 if (settings.spell_encumbrance)
1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1055
1056 break;
1057
1058 case ARMOUR: /* Only the best of these three are used: */
1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1061
1062 case BRACERS:
1063 case FORCE:
1064 if (tmp->stats.wc)
1065 {
1066 if (best_wc < tmp->stats.wc + tmp->magic)
1067 {
1068 wc += best_wc;
1069 best_wc = tmp->stats.wc + tmp->magic;
1070 }
1071 else
1072 wc += tmp->stats.wc + tmp->magic;
1073 }
1074
1075 if (tmp->stats.ac)
1076 {
1077 if (best_ac < tmp->stats.ac + tmp->magic)
1078 {
1079 ac += best_ac; /* Remove last bonus */
1080 best_ac = tmp->stats.ac + tmp->magic;
1081 }
1082 else /* To nullify the below effect */
1083 ac += tmp->stats.ac + tmp->magic;
1084 }
1085
1086 if (tmp->stats.wc)
1087 wc -= tmp->stats.wc + tmp->magic;
1088
1089 if (tmp->stats.ac)
1090 ac -= tmp->stats.ac + tmp->magic;
1091
1092 if (ARMOUR_SPEED (tmp))
1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1094
1095 break;
1096 } /* switch tmp->type */
1097 } /* item is equipped */
1098 } /* for loop of items */
1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1102 /* We've gone through all the objects the player has equipped. For many things, we
1103 * have generated intermediate values which we now need to assign.
1104 */
1105
1106 /* 'total resistance = total protections - total vulnerabilities'.
1107 * If there is an uncursed potion in effect, granting more protection
1108 * than that, we take: 'total resistance = resistance from potion'.
1109 * If there is a cursed (and no uncursed) potion in effect, we take
1110 * 'total resistance = vulnerability from cursed potion'.
1111 */
1112 for (int i = 0; i < NROFATTACKS; i++)
1113 {
1114 resist[i] = prot[i] - vuln[i];
1115
1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1118 resist[i] = potion_resist[i];
1119 }
1120
1121 if (type == PLAYER)
1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1132 int pl_level;
1133
1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1135
1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1138 */
1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1141 {
1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1143
1144 if (i % 2 && con_bonus[stats.Con] % 2)
1145 if (con_bonus[stats.Con] > 0)
1146 j++;
1147 else
1148 j--;
1149
1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1151 }
1152
1153 stats.maxhp += 2 * max (0, level - 10);
1154
1155 if (stats.hp > stats.maxhp)
1156 stats.hp = stats.maxhp;
1157
1158 /* Sp gain is controlled by the level of the player's
1159 * relevant experience object (mana_obj, see above)
1160 */
1161 /* following happen when skills system is not used */
1162 if (!mana_obj)
1163 mana_obj = this;
1164
1165 if (!grace_obj)
1166 grace_obj = this;
1167
1168 /* set maxsp */
1169 if (!mana_obj || !mana_obj->level || type != PLAYER)
1170 mana_obj = this;
1171
1172 if (mana_obj == this && type == PLAYER)
1173 stats.maxsp = 1;
1174 else
1175 {
1176 float sp_tmp = 0.f;
1177
1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1179 {
1180 float stmp;
1181
1182 /* Got some extra bonus at first level */
1183 if (i < 2)
1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1185 else
1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1187
1188 sp_tmp += max (1.f, stmp);
1189 }
1190
1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1192 }
1193
1194 /* Characters can get their sp supercharged via rune of transferrance */
1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1196
1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1199 grace_obj = this;
1200
1201 if (grace_obj == this && type == PLAYER)
1202 stats.maxgrace = 1;
1203 else
1204 {
1205 /* store grace in a float - this way, the divisions below don't create
1206 * big jumps when you go from level to level - with int's, it then
1207 * becomes big jumps when the sums of the bonuses jump to the next
1208 * step of 8 - with floats, even fractional ones are useful.
1209 */
1210 float sp_tmp = 0.f;
1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1213 {
1214 float grace_tmp = 0.f;
1215
1216 /* Got some extra bonus at first level */
1217 if (i < 2)
1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1219 else
1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1221
1222 sp_tmp += max (1.f, grace_tmp);
1223 }
1224
1225 /* two grace points per level after 10 */
1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1227 }
1228
1229 /* No limit on grace vs maxgrace */
1230
1231 if (contr->braced)
1232 {
1233 ac += 2;
1234 wc += 4;
1235 }
1236 else
1237 ac -= dex_bonus[stats.Dex];
1238
1239 /* In new exp/skills system, wc bonuses are related to
1240 * the players level in a relevant exp object (wc_obj)
1241 * not the general player level -b.t.
1242 * I changed this slightly so that wc bonuses are better
1243 * than before. This is to balance out the fact that
1244 * the player no longer gets a personal weapon w/ 1
1245 * improvement every level, now its fighterlevel/5. So
1246 * we give the player a bonus here in wc and dam
1247 * to make up for the change. Note that I left the
1248 * monster bonus the same as before. -b.t.
1249 */
1250 object *wc_obj = chosen_skill;
1251
1252 if (contr && wc_obj && wc_obj->level > 1)
1253 {
1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1255
1256 for (int i = 1; i < wc_obj->level; i++)
1257 {
1258 /* additional wc every 6 levels */
1259 if (!(i % 6))
1260 wc--;
1261
1262 /* additional dam every 4 levels. */
1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1265 }
1266 }
1267 else
1268 wc -= level + thaco_bonus[stats.Str];
1269
1270 stats.dam += dam_bonus[stats.Str];
1271
1272 if (stats.dam < 1)
1273 stats.dam = 1;
1274
1275 speed = 1.f + speed_bonus[stats.Dex];
1276
1277 if (settings.search_items && contr->search_str[0])
1278 speed -= 1;
1279 } /* End if player */
1280
1281 if (added_speed >= 0)
1282 speed += added_speed / 10.f;
1283 else /* Something wrong here...: */
1284 speed /= 1.f - added_speed;
1285
1286 /* Max is determined by armour */
1287 speed = min (speed, max_speed);
1288
1289 if (type == PLAYER)
1290 {
1291 /* f is a number the represents the number of kg above (positive num)
1292 * or below (negative number) that the player is carrying. If above
1293 * weight limit, then player suffers a speed reduction based on how
1294 * much above he is, and what is max carry is
1295 */
1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1297 if (f > 0.f)
1298 speed /= (1.f + f / max_carry[stats.Str]);
1299 }
1300
1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1303
1304 /* Put a lower limit on speed. Note with this speed, you move once every
1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1306 */
1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1308
1309 if (speed != old_speed)
1310 set_speed (speed);
1311
1312 if (type == PLAYER)
1313 {
1314 /* (This formula was made by vidarl@ifi.uio.no)
1315 * Note that we never used these values again - basically
1316 * all of these could be subbed into one big equation, but
1317 * that would just be a real pain to read.
1318 */
1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1320 float M2 = max_carry[stats.Str] / 100.f;
1321 float W = weapon_weight / 20000.f;
1322 float s = (20 - weapon_speed) / 10.f;
1323 float D = (stats.Dex - 14) / 14.f;
1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1325
1326 K *= (4 + level) * 1.2f / (6 + level);
1327
1328 if (K <= 0.01f)
1329 K = 0.01f;
1330
1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1332 }
1333
1334 /* I want to limit the power of small monsters with big weapons: */
1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1336 stats.dam = arch->stats.dam * 3;
1337
1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1339 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1340
1341 /* if for some reason the creature doesn't have any move type,
1342 * give them walking as a default.
1343 * The second case is a special case - to more closely mimic the
1344 * old behaviour - if your flying, your not walking - just
1345 * one or the other.
1346 */
1347 if (move_type == 0)
1348 move_type = MOVE_WALK;
1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1350 move_type &= ~MOVE_WALK;
1351
1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1355
1356 /* It is quite possible that a player's spell costing might have changed,
1357 * so we will check that now.
1358 */
1359 if (is_player ())
1360 contr->update_spells ();
1361
1362 // update the mapspace, if we are on a map
1363 if (!flag [FLAG_REMOVED] && map)
1364 map->at (x, y).flags_ = 0;
1365}
1366
1367void
1368object::set_glow_radius (sint8 rad)
1369{
1370 glow_radius = rad;
828 1371
829 for (i=0;i<NROFATTACKS;i++) { 1372 if (is_on_map ())
830 if (op->resist[i] > 0) 1373 update_all_los (map, x, y);
831 prot[i]= op->resist[i], vuln[i]=0; 1374 else if (object *env = outer_env ())
832 else
833 vuln[i]= -(op->resist[i]), prot[i]=0;
834 potion_resist[i]=0;
835 } 1375 {
836 1376 env->update_stats ();
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 1377
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1378 if (env->is_on_map ())
841 * plus a small amount of physical resist, those poor suckers. ;) 1379 update_all_los (env->map, env->x, env->y);
842 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down
846 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
850 } 1380 }
851 else
852 ac=op->arch->clone.stats.ac;
853
854 op->stats.luck=op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed;
856
857 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped.
859 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
862 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function.
870 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
872 continue;
873 }
874
875 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) {
877 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) {
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 }
882 if (IS_GRACE_SKILL(tmp->subtype)) {
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
899 if(op->type==PLAYER) {
900 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp;
902
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
908
909 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array.
912 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 }
928 } /* if this is a player */
929
930 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i];
934 }
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION) {
947 for (i=0; i<NROFATTACKS; i++) {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero.
950 */
951 if (tmp->type==POTION_EFFECT) {
952 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
959 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
961 }
962 }
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled;
970 op->path_denied|=tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type;
973
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 }
989
990 if(tmp->stats.exp && tmp->type!=SKILL) {
991 if(tmp->stats.exp > 0) {
992 added_speed+=(float)tmp->stats.exp/3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
994 } else
995 added_speed+=(float)tmp->stats.exp;
996 }
997
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break;
1103 } /* switch tmp->type */
1104 } /* item is equipped */
1105 } /* for loop of items */
1106
1107 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign.
1109 */
1110
1111 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'.
1116 */
1117 for (i=0; i<NROFATTACKS; i++) {
1118 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i];
1122 }
1123
1124 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level;
1127
1128 check_stat_bounds(&(op->stats));
1129 pl_level=op->level;
1130
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132
1133 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) {
1139 if (con_bonus[op->stats.Con]>0)
1140 j++;
1141 else
1142 j--;
1143 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145 }
1146
1147 for(i=11;i<=op->level;i++)
1148 op->stats.maxhp+=2;
1149
1150 if(op->stats.hp>op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp;
1152
1153 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above)
1155 */
1156 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op;
1158 if(!grace_obj) grace_obj = op;
1159 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161
1162 if (mana_obj == op && op->type == PLAYER) {
1163 op->stats.maxsp = 1;
1164 } else {
1165 sp_tmp=0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167 float stmp;
1168
1169 /* Got some extra bonus at first level */
1170 if(i<2) {
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else {
1174 stmp=(float)op->contr->levsp[i]
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 }
1181 op->stats.maxsp=(int)sp_tmp;
1182
1183 for(i=11;i<=mana_obj->level;i++)
1184 op->stats.maxsp+=2;
1185 }
1186 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2)
1188 op->stats.sp=op->stats.maxsp*2;
1189
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1192
1193 if (grace_obj == op && op->type == PLAYER) {
1194 op->stats.maxgrace = 1;
1195 } else {
1196 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful.
1200 */
1201 sp_tmp=0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1203 float grace_tmp=0.0;
1204
1205 /* Got some extra bonus at first level */
1206 if(i<2) {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0;
1215 sp_tmp+=grace_tmp;
1216 }
1217 op->stats.maxgrace=(int)sp_tmp;
1218
1219 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++)
1221 op->stats.maxgrace+=2;
1222 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else
1230 ac-=dex_bonus[op->stats.Dex];
1231
1232 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t.
1242 */
1243
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) {
1247 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--;
1249 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252 }
1253 } else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]);
1255
1256 op->stats.dam+=dam_bonus[op->stats.Str];
1257
1258 if(op->stats.dam<1)
1259 op->stats.dam=1;
1260
1261 op->speed=1.0+speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1;
1264 if (op->attacktype==0)
1265 op->attacktype=op->arch->clone.attacktype;
1266
1267 } /* End if player */
1268
1269 if(added_speed>=0)
1270 op->speed+=added_speed/10.0;
1271 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed);
1273
1274 /* Max is determined by armour */
1275 if(op->speed>max)
1276 op->speed=max;
1277
1278 if(op->type == PLAYER) {
1279 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is
1283 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str];
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 }
1287
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289
1290 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */
1293 op->speed = op->speed * speed_reduce_from_disease;
1294
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296
1297 if(op->type == PLAYER) {
1298 float M,W,s,D,K,S,M2;
1299
1300 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read.
1304 */
1305 M=(max_carry[op->stats.Str]-121)/121.0;
1306 M2=max_carry[op->stats.Str]/100.0;
1307 W=weapon_weight/20000.0;
1308 s=2-weapon_speed/10.0;
1309 D=(op->stats.Dex-14)/14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2;
1312 if(K<=0) K=0.01;
1313 S=op->speed/(K*s);
1314 op->contr->weapon_sp=S;
1315 }
1316 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&&
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just
1337 * one or the other.
1338 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now.
1346 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr);
1348}
1349
1350/*
1351 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise.
1356 */
1357
1358int allowed_class(const object *op) {
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1361 op->stats.Cha>0;
1362} 1381}
1363 1382
1364/* 1383/*
1365 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1368 * 1387 */
1369 * Note that the title is written to 'own_title' in the 1388void
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1390{
1375 int atnr=-1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1392 int level = 0; /* highest level */
1377 int i; 1393 int i;
1378 1394
1379 /* Perhaps do something more clever? */ 1395 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1396 if (!abil || !skin)
1381 1397 return;
1398
1382 /* first, look for the highest level */ 1399 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1400 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1401 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1402 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1403 {
1386 level = abil->resist[i]; 1404 level = abil->resist[i];
1387 atnr = i; 1405 atnr = i;
1388 } 1406 }
1389 } 1407 }
1390 1408
1391 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1410 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1396 1413
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1414 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1419 else
1420 {
1410 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1425 }
1419 1426
1420 strcpy(pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1421} 1428}
1422 1429
1423/* 1430/*
1424 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1433 * or change the ability-focus.
1427 */ 1434 */
1435static void
1428void dragon_level_gain(object *who) { 1436dragon_level_gain (object *who)
1437{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1438 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1439 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1442
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1445 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1447 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1449 skin = tmp;
1441 } 1450
1442 }
1443 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1452 if (abil == NULL)
1445 1453 return;
1454
1446 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1448 */ 1457 */
1449 if (who->level > abil->level) { 1458 if (who->level > abil->level)
1459 {
1450 /* increase our focused ability */ 1460 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1452
1453 1462
1463
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1464 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1465 {
1455 /* time to hand out a new ability-gift */ 1466 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1467 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1468 }
1459 1469
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1470 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1471 {
1461 /* apply new ability focus */ 1472 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1473 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1474 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1475
1466 abil->stats.exp = abil->last_eat; 1476 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1477 abil->last_eat = 0;
1468 } 1478 }
1469 1479
1470 abil->level = who->level; 1480 abil->level = who->level;
1471 } 1481 }
1472 1482
1473 /* last but not least, set the new title for the dragon */ 1483 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1484 set_dragon_name (who, abil, skin);
1475} 1485}
1476 1486
1477/* Handy function - given the skill name skill_name, we find the skill 1487/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1488 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1489 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1490 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1491 * want to do something with it immediately.
1482 */ 1492 */
1493object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1494give_skill_by_name (object *op, const char *skill_name)
1484{ 1495{
1485 object *skill_obj; 1496 object *skill_obj;
1486 1497
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1499 if (!skill_obj)
1500 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1502 return NULL;
1491 } 1503 }
1504
1492 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1506 * still doesn't know it.
1494 */ 1507 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1510 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1511 op->insert (skill_obj);
1499 if (op->contr) { 1512
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1513 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1514 pl->link_skills ();
1502 } 1515
1503 return skill_obj; 1516 return skill_obj;
1504} 1517}
1505
1506 1518
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1522 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1523 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1524 * (eg, skill)
1513 */ 1525 */
1526void
1514void player_lvl_adj(object *who, object *op) { 1527player_lvl_adj (object *who, object *op)
1528{
1515 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1516 1530 bool changed = false;
1531
1517 if(!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1518 op = who; 1533 op = who;
1519 1534
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1536 {
1537 changed = true;
1538
1521 op->level++; 1539 op->level++;
1522 1540
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1524 dragon_level_gain(who); 1542 dragon_level_gain (who);
1525 1543
1526 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1546 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1550 }
1551
1552 if (op->level > 1)
1531 } 1553 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1537 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1563 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1564
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1565 if (who)
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1567 }
1568 }
1569
1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1571 {
1572 changed = true;
1573
1574 op->level--;
1575
1576 if (op->type != PLAYER)
1548 } 1577 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1580 }
1550 } 1581 }
1551 /* check if the spell data has changed */ 1582
1552 esrv_update_spells(who->contr); 1583 if (changed)
1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1553} 1585}
1554 1586
1555/* 1587/*
1556 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1558 */ 1590 */
1559 1591
1592sint64
1560sint64 level_exp(int level,double expmul) { 1593level_exp (int level, double expmul)
1561 if (level > settings.max_level) 1594{
1562 return (sint64) (expmul * levels[settings.max_level]); 1595 return expmul * level_to_min_exp (level);
1563 return (sint64) (expmul * levels[level]);
1564} 1596}
1565 1597
1566/* 1598/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1601 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1602 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1603 * this can now work on a much larger set of objects.
1572 */ 1604 */
1605void
1573void calc_perm_exp(object *op) 1606calc_perm_exp (object *op)
1574{ 1607{
1575 int p_exp_min; 1608 int p_exp_min;
1576 1609
1577 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1612 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1614
1582 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1584 1617
1585 /* Cap permanent experience. */ 1618 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1619 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1620 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1621 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1622 op->perm_exp = MAX_EXPERIENCE;
1590} 1623}
1591
1592 1624
1593/* Add experience to a player - exp should only be positive. 1625/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1626 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1627 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1629 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1599 */ 1631 */
1600 1632static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1602{ 1634{
1603 object *skill_obj = NULL; 1635 object *skill_obj;
1604 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1605 int i;
1606 1637
1607 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1639 if (op->contr->braced)
1609 exp = exp / 5; 1640 exp /= 5;
1610 1641
1611 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1645 * the players inventory.
1615 */ 1646 */
1647 skill_obj = 0;
1648
1616 if (skill_name) 1649 if (skill_name)
1617 { 1650 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1651 skill_obj = op->contr->find_skill (skill_name);
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630 1652
1631 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1654 * it to the player if necessary
1633 */ 1655 */
1634 if (!skill_obj) 1656 if (!skill_obj)
1635 { 1657 {
1636 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1637 return; 1659 return;
1660
1638 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1663 }
1642 } 1664 }
1643 1665
1644 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1667 {
1646 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1647 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1648 */ 1670 */
1649 exp_to_add = exp; 1671 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1651 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1652 exp_to_add = limit; 1674 exp_to_add = limit;
1653 1675
1654 ADD_EXP (op->stats.exp, 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1658 { 1678 {
1659 ADD_EXP (op->perm_exp, 1679 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1680 calc_perm_exp (op);
1663 } 1681 }
1664 1682
1665 player_lvl_adj (op, NULL); 1683 player_lvl_adj (op, NULL);
1666 } 1684 }
1667 1685
1668 if (skill_obj) 1686 if (skill_obj)
1669 { 1687 {
1670 exp_to_add = exp; 1688 exp_to_add = exp;
1671 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1672 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1673 exp_to_add = limit; 1691 exp_to_add = limit;
1674 1692
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1677 { 1695 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1696 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1697 calc_perm_exp (skill_obj);
1681 } 1698 }
1682 1699
1683 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1684 } 1701 }
1685} 1702}
1686 1703
1687/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1694 */ 1711 */
1712static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1696{ 1714{
1697 sint64 del_exp; 1715 sint64 del_exp;
1698 1716
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1717 if (exp > op->stats.exp)
1718 exp = op->stats.exp;
1719
1700 if (settings.permanent_exp_ratio) { 1720 if (settings.permanent_exp_ratio)
1721 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1723
1724 if (del_exp < 0)
1725 del_exp = 0;
1726
1703 if (exp > del_exp) exp=del_exp; 1727 if (exp > del_exp)
1728 exp = del_exp;
1704 } 1729 }
1730
1705 return exp; 1731 return exp;
1706} 1732}
1707 1733
1734sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1709{ 1736{
1737 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1738 return check_exp_loss (op, exp);
1739 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1741}
1713
1714 1742
1715/* Subtracts experience from player. 1743/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1746 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1750 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1753 * a postive number.
1726 */ 1754 */
1755static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1728{ 1757{
1729 float fraction = (float) exp/(float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1759 object *tmp;
1731 sint64 del_exp; 1760 sint64 del_exp;
1732 1761
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1763 if (tmp->type == SKILL && tmp->stats.exp)
1764 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1766 {
1736 del_exp = check_exp_loss(tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1769 player_lvl_adj (op, tmp);
1770 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1772 {
1740 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1774 * to match a specific skill.
1742 */ 1775 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1744 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1778 player_lvl_adj (op, tmp);
1746 } 1779 }
1747 } 1780 }
1781
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1782 if (flag != SK_SUBTRACT_SKILL_EXP)
1783 {
1749 del_exp = check_exp_loss(op, exp); 1784 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1785 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1786 player_lvl_adj (op, NULL);
1752 } 1787 }
1753} 1788}
1754
1755
1756 1789
1757/* change_exp() - changes experience to a player/monster. This 1790/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1791 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1792 *
1760 * The exp passed is typically not modified much by this function - 1793 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1794 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1797 * these last two values are only used for players.
1765 */ 1798 */
1766 1799void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1768 1801{
1769#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1804#endif
1775#endif
1776 1805
1777 /* safety */ 1806 /* safety */
1778 if(!op) { 1807 if (!op)
1808 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1809 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1810 return;
1781 } 1811 }
1782 1812
1783 /* if no change in exp, just return - most of the below code 1813 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1785 */ 1815 */
1786 if (exp == 0) return; 1816 if (exp == 0)
1817 return;
1787 1818
1788 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1791 * worth. 1822 * worth.
1792 */ 1823 */
1793 if(op->type != PLAYER) { 1824 if (op->type != PLAYER)
1825 {
1794 /* Sanity check */ 1826 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1827 if (!op->flag [FLAG_ALIVE])
1828 return;
1796 1829
1797 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1832 * more than max exp, just return.
1833 */
1834 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1835 {
1836 exp = MAX_EXPERIENCE - op->stats.exp;
1837 if (exp < 0)
1838 return;
1839 }
1840
1841 op->stats.exp += exp;
1842 }
1843 else
1844 { /* Players only */
1845 if (exp > 0)
1846 add_player_exp (op, exp, skill_name, flag);
1847 else
1848 /* note that when you lose exp, it doesn't go against
1849 * a particular skill, so we don't need to pass that
1850 * along.
1800 */ 1851 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1853 }
1819} 1854}
1820 1855
1821/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1859 */
1825 1860void
1826void apply_death_exp_penalty(object *op) { 1861apply_death_exp_penalty (object *op)
1827 object *tmp; 1862{
1828 sint64 loss; 1863 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1866
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1868 if (tmp->type == SKILL && tmp->stats.exp)
1834 1869 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1872
1838 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1876 * tables is a lot harder.
1842 */ 1877 */
1843 if (level_loss < 0) level_loss = 0; 1878 if (level_loss < 0)
1879 level_loss = 0;
1844 1880
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1882
1847 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1884 player_lvl_adj (op, tmp);
1849 } 1885 }
1850 1886
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1889
1890 if (level_loss < 0)
1891 level_loss = 0;
1892
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1894
1856 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1896 player_lvl_adj (op, NULL);
1858} 1897}
1859 1898
1860/* This function takes an object (monster/player, op), and 1899/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1900 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1901 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1902 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1903 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1904 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1905 */
1906int
1867int did_make_save(const object *op, int level, int bonus) 1907did_make_save (const object *op, int level, int bonus)
1868{ 1908{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1909 if (level > MAX_SAVE_LEVEL)
1910 level = MAX_SAVE_LEVEL;
1870 1911
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1912 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1913 return 0;
1914
1915 return 1;
1874} 1916}
1875

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